#1 Members - Reputation: 361
Posted 17 September 2012 - 05:16 AM
I am wondering what is the best way to get the input for a directx-game. There is directinput, but MS told us to use the windowsmessages as far as I know. Is there any other way to do it, and how do you do it in your own games/stuff?
Ty
#3 GDNet+ - Reputation: 488
Posted 17 September 2012 - 05:26 AM
edit. DirectInput gave me serious problems in fullscreen, i had a thread about the issue on these forums. And since it's not supported anymore and not recommended i ditched it for raw input.
Edited by Gavin Williams, 17 September 2012 - 05:33 AM.
#4 Members - Reputation: 4751
Posted 17 September 2012 - 05:29 AM
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
#5 Members - Reputation: 400
Posted 17 September 2012 - 05:45 AM
#6 Members - Reputation: 333
Posted 17 September 2012 - 07:09 AM
I use raw input now. So I register the mouse for instance and subscribe to the MouseInput event and also use windows to get the client position of the mouse.
edit. DirectInput gave me serious problems in fullscreen, i had a thread about the issue on these forums. And since it's not supported anymore and not recommended i ditched it for raw input.
by not supported do you mean that they just don't update it or do you mean that it actualy doesn't run on windows8?
#7 Members - Reputation: 687
Posted 17 September 2012 - 07:40 AM
Xbox360 compatible gamepads - XInput.
All joysticks, gamepads, wheels etc - DirectInput.
That's how I'm typically doing it and if I'm not wrong, that's also the Microsoft's recommendatio (DirectInput only if XInput cannot be used).
Edited by Tom KQT, 17 September 2012 - 07:44 AM.






