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Topic: DirectInput


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In the News (Sat 19 Dec 09)

  
  DirectInput - Wikipedia, the free encyclopedia
DirectInput is a library of objects for collecting input from the user, via input devices such the mouse, keyboard, joystick or game controllers.
DirectInput is a part of the DirectX library but was last significantly revised in DirectX 8.
XInput is an API for next generation controllers, and was introduced with the launch of the Xbox 360, where its controller is compatible with Windows XP SP1 and up.
en.wikipedia.org /wiki/DirectInput   (174 words)

  
 Article - WGDC 2000 - DirectInput Mapper // PC /// Eurogamer
Called DirectInput Mapper (we'll call it DIM for short), it is intended to make it easier for gamers to configure their controllers in-game, as well as making it easier for developers to support controllers in their games, and for hardware vendors to make sure their controllers work with a wider range of software.
So when you play a Formula One sim, the game can simply ask DirectInput which devices are attached to the computer, and then set up your config using the most appropriate controller(s) and their default settings for all of the standard actions for that genre.
DirectInput might be the dullest part of DirectX, but it is also one of the most important.
www.eurogamer.net /article.php?article_id=671   (1069 words)

  
 Gamasutra - Features - "Cop a Feel....with Haptic Peripherals" [12.19.97]
DirectInput categorizes interactive effects as "conditions." All other effects are time-based and fall under the categories of "periodic," "ramp," or "constant" (Table 2).
DirectInput wrappers (whether you make your own or use someone else's) are necessary to restrict the generality and redundancy of the API, which is a result of DirectInput's basis on Microsoft's Component Object Model (COM).
DirectInput didn't hide the RAM limitations of the devices by providing software mixing, which creates a download/offload dilemma that you, the developer, have to address.
www.gamasutra.com /features/19971219/walters_01.htm   (4151 words)

  
 Games++ DirectX: Programming Mouse and Keyboard with DirectInput 3.0
First, DirectInput has to be able to tell the application when the flow of data from the device has been interrupted by the system.
DirectInput bypasses the Windows message system, so the only way to find out what the mouse is up to is to ask it.
At present, however, the DirectInput support for devices other than the mouse and keyboard is nominal; in fact, it is available in the standard Windows SDK in the form of the extended joystick services centered on joyGetPosEx.
www.gamespp.com /directx/mouse_key.html   (4527 words)

  
 DirectInput
DirectInput is an API that comes with the DirectX SDK for interfacing with input devices (mouse, keyboard, joystick, etc.).
The fourth parameter is your DirectInput object pointer.
DirectInput is now set up and you have created a device to represent the keyboard.
www.toymaker.info /Games/html/directinput.html   (1363 words)

  
 Special Case Mappings
DirectInput supports two special cases that are described in this section.
DirectInput attempts to detect which method a car controller is using with logic similar to that shown in the following pseudo-code:
Because the calibration information in the registry does not reflect the axis mapping changes, the data might be reported incorrectly or might not be reported at all on the overridden axes.
www.osronline.com /ddkx/intinput/di_4rmx.htm   (1276 words)

  
 May the Force Feedback Be with You: Grappling with DirectX and DirectInput--MSJ, February 1998
DirectInput is a great starting point for learning DirectX because it is one of the simpler components.
DirectInput is a high-level object that allows you to do some basic initialization and fact-finding regarding input devices.
DirectInput defines a set of constants prefixed by DIK_XXX, which can be used to index into the array of bytes to find data about a particular key.
www.microsoft.com /msj/0298/force.aspx   (7100 words)

  
 GameDev.net - Programming Mouse and Keyboard with DirectInput 3.0
There's an example in the Scrawl application, which responds to a click of the right button by unacquiring the mouse, putting the Windows cursor in the same spot as its own, popping up a context menu, and letting Windows handle the input until a menu choice is made.
You can use DirectInput either to take a snapshot of the keyboard state or to maintain a buffer of keyboard incidents, an "incident" being the press or release of a key.
At present, however, DirectInput's support for devices other than the mouse and keyboard is nominal; in fact, it is available in the standard Windows SDK in the form of the extended joystick services centered on joyGetPosEx.
www.gamedev.net /reference/articles/article607.asp   (4387 words)

  
 Coding4Fun's WebLog : Beginning Game Development: Part IV - DirectInput
The DirectInput API allows you to control the mouse, keyboard, joystick, game-pad, or force feedback device.
DirectInput supports a maximum of five key values, but you should be nice to your users and stick to single key actions if possible.
The MouseState is a structure that provides three public properties for the X, Y and Z values, as well an eight byte long array for the state of the mouse buttons that is retrieved by calling the GetMouseButtons method.
blogs.msdn.com /coding4fun/archive/2006/11/03/940908.aspx   (3511 words)

  
 Microsoft DirectInput Overview (DirectInput Technical Articles)   (Site not responding. Last check: 2007-10-20)
DirectInput enables an application to retrieve data from input devices even when the application is in the background.
DirectInput does not provide any advantages for applications that use the keyboard for text entry or the mouse for navigation.
Action mapping enables you to establish a connection between input actions and input devices that does not depend on the existence of particular device objects (such as specific buttons or axes).
msdn.microsoft.com /library/en-us/dninput/html/diov.asp?frame=true   (314 words)

  
 Cpw For Win32
Cpw's DirectInput interface for mice will 'fall through' to Windows base services if the required DirectInput software is not available on the client machine.
The DirectInput mouse interface is a low level 'direct to driver' interface which bypasses standard Windows mouse input processing.
DirectInput requires that DirectInput mouse access be associated with a window.
www.mathies.com /cpw/win32.html   (404 words)

  
 HID Game Controllers and DirectInput   (Site not responding. Last check: 2007-10-20)
For Microsoft DirectInput to recognize a HID game controller as a joystick or game pad, it must declare its top-level collection as belonging to the Generic Desktop Page (0x01), and deploy usage Joystick (0x04) or Game Pad (0x05), respectively.
It is also recommended that the logical range accurately describes the full range of motion of the control, and that the center position of the control lies at the midpoint between the minimum and maximum values.
X and Y axes must report their values as increasing when the control's position is moved to the east and south, respectively.
www.microsoft.com /whdc/device/input/hidgame.mspx   (1150 words)

  
 DirectInput Notes
With the changes in DirectInput in DirectX v5.0 the collection mechanism has changed, but not the data.
As with any new version of DirectInput the data structure to receive the data has been changed from the DirectInput 3.0 structure.
Since the SpaceOrb and other multi-axis DirectInput devices make use the U and V fields, programmers must be aware that the data will appear in the slider fields.
world.std.com /~lword/work/directinput.html   (901 words)

  
 [No title]   (Site not responding. Last check: 2007-10-20)
DirectInput linearly scales these values up to 0 to 65535.
If calibration values are present for an axis (checkbox is checked), DirectInput assumes that the range of the values received from the driver are 'Min' to 'Max'.
The game could use joyGetPos() vs. DirectInput resulting in different behaviour and different settings to be applied.
www.wingmanteam.com /files/Tools/DXTweak2/readme.txt   (1162 words)

  
 The ZBuffer : When should I use DirectInput, XInput and/or other Input methods
Chuck states that using DirectInput for mouse and keyboard gives you no advantage over using regular windows messages (in fact it is not 'Direct' at all and just uses the underlying windows messages itself).
DirectInput code has a lot of gotchas to avoid and the code is, in my opinion, not the the most straightforward to follow so this is great news.
The article Chuck refers to regarding mixing DirectInput and XInput can be found here, though the example code is in C++.
www.thezbuffer.com /articles/350.aspx   (300 words)

  
 DirectInput Tutorial 03: Using The Mouse
I will only explain the important parts of the code especially on how to init the mouse and get data from it.
DirectInput wont be able to use them if you defined other values.
The following vertex format and the structure are used to display the cursor.
www.riaz.de /tutorials/dinput03/dinput03.html   (555 words)

  
 January 14, 1998: DirectInput problem with BCB   (Site not responding. Last check: 2007-10-20)
DirectInput uses this value to determine whether the application or DLL has been certified and to establish any special behaviors that may be necessary for backwards compatibility.
It is an error for a DLL to pass the handle of the parent application.
This ensures that DirectInput recognizes the control and can enable any special behaviors that may be ne...
www.hamline.edu /~wnk/cpb/199801/msg00450.html   (228 words)

  
 The ZBuffer : Detecting which DirectInput devices are also XInput devices
The current recommendation from Microsoft regarding gamepads is to use the simpler XInput API where ever possible.
The problem with #3 is that there is that DirectInput will see all the controllers as DirectInput devices and there is no DirectInput functionality to detect which controllers are also XInput devices.
Microsoft provided code in the December 2005 SDK to use WMI queries to make this detection but it is all in C++.
www.thezbuffer.com /articles/351.aspx   (251 words)

  
 A program that defeats AutoHotKey???
I think DirectInput and (probably) SDL use their own sets of device drivers and message loops to handle the inout, this is why you can't inject input into them.
On Win9x, you are right, DirectInput is lower level than the keyboard event stuff, so you cannot inject keystrokes into an app that is using DirectInput on 9x, short of rewriting the keyboard device driver.
This method is used by DirectInput applications to retreive the state of a device during it's game loop.
www.autohotkey.com /forum/topic829.html   (4646 words)

  
 VBGamer - The latest VB Gaming news, reviews, and info
Before we can officially start using DirectInput, you must make sure you have it referenced in your.NET solution and then actually "Imported" into the code file where our DirectInput Keyboard class will be created.
The owner variable is the reference to the form handling the device, and the variable flag is an enumerated type of CooperativeLevelFlags held within the DirectInput namespace.
With Immediate Data, DirectInput takes a quick snapshot of the current status of the Keyboard and returns the status of all of the available keys.
www.vbgamer.com /tutorial.asp?ndx=16   (1966 words)

  
 Lucky's VB Gaming Site - DirectInput
As with DirectDraw, we have to create an instance of the DirectX7 object and use it to define a DirectInput object, "di".
We then need to set the direct input device to the one in which we are interested, in this case the keyboard.
Have a look at my DirectX 7 sample project to see which keypress corresponds to which value and to see DirectInput in action.
rookscape.com /vbgaming/tutL.php   (363 words)

  
 DmDX help, input
DirectInput devices come in two flavors, those that are interrupt driven and those that are polled,
provides the time taken to poll the device, usually for a generic DIrectInput joystick this in the order of a millisecond, a 2ms polling rate then means a 50% CPU load, a 3ms polling rate a 33% load and so on.
In addition to the DirectInput name DMDX must know whether a button was pressed or released, so a + for pressed or a - for released is prepended to any name (used more for Zillion responses).
psy1.psych.arizona.edu /~jforster/dmdx/help/dmdxhinput.htm   (2186 words)

  
 GameDev.net - DirectInput Initialization
This is good because if you take Windows too much out of the program you may not be able to get back through the keyboard.
The DISCL_BACKGROUND allows the application to use the DirectInput device if the other application is idling in the background.
This is the easiest step because it is a call to the member function Acquire(); to get the keyboard control.
www.gamedev.net /reference/articles/article1309.asp   (503 words)

  
 TDx_Input_Library Information - BCB-Tools.com
When starting to use the components, you can ignore most of DirectInput's advanced capabilities and get quality results in minutes, then as you become familiar with the components and how they work, you can experiment with some of the more advanced features.
It describes the capabilities of a particular DirectInput device, including the number of axes, POVs and buttons, hardware, firmware and driver versions, the device type, minimum sample and time resolutions as well as flags indicating device status and capabilities.
It can be used to create a TDx_Input interface, create a TDx_InputDevice interface, destroy a TDx_Input interface, enumerate directinput devices, find a device's GUID, retrieve a device's status, and launch the windows control panel.
bcb-tools.com /TDx_Library/TDx_Input_Library_Information.htm   (3681 words)

  
 BUG: DirectInput & Logitech G15 (2.3.2b3) - Ventrilo Tech Support
So the problem occurs when and only when the G15 is plugged in and you attempt to access the Ventrilo Setup menu (or exit the menu).
Fiddling with the options, I disabled (on all 3 scenarios) DirectInput and every single time this fixed the problem.
I can't confirm this for any other PC as I don't have any, but on all 3 scenarios the problem kept occuring.
www.ventrilo.com /forums/showthread.php?p=43470   (435 words)

  
 Open Tech Support Community - DirectX problems - DirectInput   (Site not responding. Last check: 2007-10-20)
I ran DirectX Diagnostic (dxdiag) and it reported this: DxDiag has detected that there may have been a problem accessing DirectInput the last time this program was used.
I am having the same problem with DirectInput, and I am at a dead end on how to correct the problem.
I have been having similar issues linked to directx (directinput (dinput8.dll in particular)) on ASUS boards...
www.opentechsupport.net /forums/showthread.php?t=19398   (692 words)

  
 The Adrenaline Vault | Hardware   (Site not responding. Last check: 2007-10-20)
DirectX 1.0 consisted of DirectDraw, DirectInput, DirectPlay, and DirectSound.
The DirectInput API maintains consistency with the joystick APIs of the Microsoft Win32 Software Development Kit (SDK), but has improved responsiveness and reliability by changing the device driver model.
DirectInput device drivers also use the registry to store settings for standard joysticks, calibration information for previously configured joysticks, and settings for OEM-supplied joysticks.
www.avault.com /hardware/index.asp?reviews=directxfaq   (1076 words)

  
 R1Q2 Client README
DirectInput mouse support is available with m_directinput 1.
The mouse behaviour when switching in and out of Q2 with Alt+Tab is also fixed so that it won't keep snapping your mouse all over the place.
DirectInput keyboard support is default enabled in the latest versions.
www.r1ch.net /forum/index.php?topic=105   (2366 words)

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