How to use DXInput correct?
Hey...
I''ve been trying to figure DXInput out, but I really can''t seem to find it very useful!
I have my game with some simple functions... Eg. move up, down, left, right, jump and shoot.
So now I want to make a Configure keys setup screen, like every game have, but how do i do that?
Can anybody point me in the correct way to save/load user defined keybindings?
This was how I wanted to do it:
- First I created some vars (iMoveUp, iMoveDown, etc...) which should be the Hex or Integer value for the key that the user have choosen.
- Then I would simply do this in my game loop:
If iMoveUP = GetKey(KeyValue) Then DoMoveUP;
If iMoveDown = GetKey(KeyValue) Then DoMoveDown;
etc...
But as the function GetKey doesn''t exist I have to make that function my self, but I really can''t find any way to get DXInput to show what key I pressed!?
Any help on DXInput would be nice...
Btw... anybody who knows how they did the "bind w forward" thing in Quake, and other 3D-shooters?.. and maybe how to make such a function in our own games?
int nW = 0; // 0 is up
int nA = 1; // 1 is left
int nS = 2; // 2 is down
int nD = 3; // 3 is down
long Bind( char key, int function )
{
switch( key )
{
case 'W': nW = function; break;
case 'A': nA = function; break;
case 'S': nS = function; break;
case 'D': nD = function; break;
default: return FALSE;
}
return TRUE;
}
Crap this is turbo-forum...
Maybe somthing like this?
.lick
[edited by - Pipo DeClown on January 18, 2003 7:05:20 AM]
int nA = 1; // 1 is left
int nS = 2; // 2 is down
int nD = 3; // 3 is down
long Bind( char key, int function )
{
switch( key )
{
case 'W': nW = function; break;
case 'A': nA = function; break;
case 'S': nS = function; break;
case 'D': nD = function; break;
default: return FALSE;
}
return TRUE;
}
Crap this is turbo-forum...
Maybe somthing like this?
.lick
[edited by - Pipo DeClown on January 18, 2003 7:05:20 AM]
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