DirectInput stops reading keys after backgrounded

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11 comments, last by 21st Century Moose 11 years, 10 months ago
That worked Endurion, thanks a lot. :)
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OMG, I failed, lol. Good catch, Endurion. I saw "overlapped" and didn't even finish reading the thing all the way.

@Tom KQT - Sorry, I just assumed that they had upgraded XI to replace DI since it's been quite a while since I downloaded the SDK. You say they don't recommend it for mouse and KB? What do they recommend then? Or was I reading that incorrectly?
void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.
DirectInput is still useful in that it bypasses mouse acceleration (which may be highly desirable if you're doing an FPS), automatically clips to the window's client rect, and automatically hides/shows the cursor for you. It's also extremely well-documented, which is a LOT more than can be said for Raw Input. MS may consider it deprecated, but they have yet to produce anything that fully replaces it's functionality.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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