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XInput with Windows Bridge question

Last post 2/15/2017 12:09 PM by JujiPL. 3 replies.
  • 2/4/2017 2:27 PM

    XInput with Windows Bridge question

    Hi!

    Could someone answer my question, please?
    I have an application, that works fine as a Windows Desktop module.
    The problem is with a Windows Bridge version.
    A runtime stack reports such function: INVALID_POINTER_READ_c0000005_XInputUap.dll!XInputCore::XInputManager::_XInputManager
    What would be the reason of this report? Maybe something calls the dtor twice.
    (the stack comes from Windows Store info)
    I could paste here the full stack, too.
    I use XInput in a similar way to DXUTMisc. I changed function access to an import instead of LoadLibrary, but it did not helped.
    What would be a reason? (does not all sessions throw this exception)

    Thank you very much
  • 2/4/2017 7:41 PM In reply to

    Re: XInput with Windows Bridge question

    Answer
    Reply Quote
    The xinputuap.lib library is intended to emulate XINPUT for UWP apps (remember that the classic XINPUT API isn't actually supported by UWP, just Windows.Gaming.Input). I'm not sure how much testing it's gotten in the 'Windows Bridge' scenario.

    You may need the Windows Runtime initialized (not just COM). In your application start-up code call RoInitialize(RO_INIT_MULTITHREADED); If you already have a call to CoInitalize or CoInitializeEx, you can replace it with RoInitialize which also initializes COM.
  • 2/4/2017 10:38 PM In reply to

    Re: XInput with Windows Bridge question

    I understand. I will correct my project according to these advices.
    Thank you. This is a very useful information.
  • 2/15/2017 12:09 PM In reply to

    Re: XInput with Windows Bridge question

    Answer
    Reply Quote
    It looks like the IGamepadStatics component is stable in the application in Windows Bridge.
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