Sign in to follow this  
Samurai Jack

DirectInput - Action Mapping? Samples removed?

Recommended Posts

Greetings! I was wondering why did Micro$oft remove the action mapping samples for DirectInput. I seem to recall there were some samples for it in earlier versions of DirectX SDK. What is it all about? It should (or it is?) an interface where you can define some kind of input maps, which means, you can use the same map just by defining the input devices: Keyboard map: Up (keyboard_W) Down (keybaord_S) Left (keyboard_A) Right (keyboard_D) Joypad map: Up (joypad::Digital Y-) Down (joypad::Digital Y+) Left (joypad::Digital X-) Right (joypad::Digital X+) And then in your game, you just assign a map to your character and you can query like this: if (pInputMab->isLeft()) then move left etc... It does not matter if its a keyboard or joypad. This is done automaticaly via pre-assigned values like above. Any suggestions? Is there a more practical way to use some kind of mapping?

Share this post


Link to post
Share on other sites
Quote:
Original post by Samurai Jack
I was wondering why did Micro$oft remove the action mapping samples for DirectInput. I seem to recall there were some samples for it in earlier versions of DirectX SDK. What is it all about?

That's easy - it was taken out because it sucked and like 2 people used it. If you want it back, just get one of the older SDKs from here. It is actually quite easy to make your own. If you have a scripting system in place, you can just bind a script string to a key or mouse press. Otherwise, you can just use function pointers.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this