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Aqua Costa

API indepedent Input library

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An input library is an API. What do you mean by 'API', and what do you mean by 'input library'? Also, how do you define 'best'?

After answering those questions, the answer you'll get will probably be SDL. (Or possibly Glut)

Input is tied to the window you create, usually, so you can't truly have a "only input" library.

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Quote:
Original post by Servant of the Lord
An input library is an API. What do you mean by 'API', and what do you mean by 'input library'? Also, how do you define 'best'?

After answering those questions, the answer you'll get will probably be SDL. (Or possibly Glut)

Input is tied to the window you create, usually, so you can't truly have a "only input" library.


I mean an Input API independent from DirectX and OpenGL.
I define best as the most used, best performance, etc

I want use it in my DirectX 10 game but I dont want to use DirectInput

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You don't need to use DirectInput. Keyboard and mouse input can be done through Windows, and if you want to support Xbox 360 controllers, use XInput.

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Or take a look at Open Input Library. It's part of the Ogre system, but it can be used indipendently. We just put key repetition and an action mapping scheme on top, now it works fine for us.

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