Directinput windows 7




















Start with this section if you are new to DirectInput. Understanding DirectInput. Introduction to the objects and interfaces of DirectInput, and how they are related to the Microsoft Windows message system. Read this section if you're new to DirectInput. Using DirectInput. Guide to the API. This topic is an overview of what is involved in setting up and using DirectInput in a simple application.

For details and examples of these steps, see Using DirectInput. The following steps represent a simple implementation of DirectInput in which the application takes responsibility for ascertaining what device object button, axis, and so on generated each item of data. This is not an essential step if you intend to use only the system mouse or keyboard. To ascertain what other input devices are available on the user's system, have DirectInput enumerate them.

Each time DirectInput finds a device that matches the criteria you set, it gives you the opportunity to examine the device's capabilities. It also retrieves a unique identifier that you can use to create a DirectInput device object representing the device.

To do this, you need the unique identifier retrieved during enumeration. For the system mouse or keyboard, you can use a standard globally unique identifier GUID. As of [update] each has features the other doesn't, and neither had major updates with DirectX 10 Games have always assumed that DirectInput device axes are centered when there is no user interaction with the device.

However, the Xbox controller was designed to register minimum value, not center, when the triggers are not being held. The above, however, ignores the fact that many DirectInput controllers, such as gamepads with dual analog sticks and racing-wheel controller sets, already map triggers and pedals independently.

In addition, many DirectInput devices also have vibration effects. At least one driver, XBCD , gives the Xbox controllers the vibration support, dead zones and optionally independent triggers through DirectInput. On the other hand, Xbox controller and XInput support only very basic control of vibration motors [5] [6] in contrast with great palette of various effects supported by DirectInput.

This approach makes reproduction of some DirectInput effects inaccurate. Microsoft Wiki Explore. Windows families. Do I just have to settle for Xbox controllers now? Unfortunately, even though these two APIs existed side by side for a time and are developed by the same company, they aren't compatible without a little third party help.

For controller developers, XInput represented a step backward. While it's theoretically easier to design and implement an XInput controller, it's also harder to differentiate between XInput based products, especially with Microsoft's well-made Xbox for Windows gamepads readily available as competition. Predictably, many DirectInput gamepads and other controllers, like driving wheels and flight sticks, never made the jump to the new API, rendering some of gaming's coolest gadgets obsolete overnight.



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