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Direct Input Lit

Started by primalbeans 4 replies 800+ views
Original Post
primalbeans
primalbeans
Hey all,
Im looking for some good literature, (web, pdf, etc...) on direct input for directx 9. I believe the dinput version is 8. Anyway if anyone knows of a really good break down of direct input for dx9 post them up please. thanks in advance.

Some people will tell you to keep your head out of the clouds. I say the view up there is much better then if it were up your...
Evil Steve
Evil Steve
Quote:
Original post by primalbeans
Hey all,
Im looking for some good literature, (web, pdf, etc...) on direct input for directx 9. I believe the dinput version is 8. Anyway if anyone knows of a really good break down of direct input for dx9 post them up please. thanks in advance.
What Gage64 said.

What input devices do you want to support?
primalbeans
primalbeans
for now a keyboard and later a game pad/joy. Instead of direct input you would reather me use xinput or write something from scratch? anyway lit in this department would be great. I am really struggling trying to learn a bunch at once. I have an ok understanding of basic c++ but the event type stuff is really a handful lit on that kind of thing would also help me out as well. I do have a project im working on right now and will probably look for a team, but on the hobby end i would like to be as self sufficient as possible.
Some people will tell you to keep your head out of the clouds. I say the view up there is much better then if it were up your...
LancerSolurus
LancerSolurus
Well XInput is a good idea if you plan on supporting the XBox controllers, if not then DInput is fine. If you wish to contact me in PM with your msn addy, I can provide you with a complete c++ class that supports keyboard and mouse, plus the SHIFT,ALT and CTRL when used return the proper VK codes (Virtual Key codes used in Windows)...
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21st Century Moose
21st Century Moose
I'd find it a little difficult to have unqualified agreement with the reasons given to not use DirectInput for the mouse, as in a game disabling pointer ballistics may be a very desirable thing. That link also fails to mention that DirectInput can automatically hide the mouse cursor, and automatically clip it to the window rectangle for you, which otherwise you would need to write code for yourself (ditto pointer ballistics).

In other words I think it's still perfectly fine to use it for mouse input in a non-GUI app, at least until such a time as a future version of XInput also has mouse support (which might never happen, but it should). I definitely wouldn't touch it for the keyboard though.
Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls. 

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