205 lines
7.2 KiB
HTML
205 lines
7.2 KiB
HTML
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<HEAD>
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<TITLE>DirectInput Input Mapper</TITLE>
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</HEAD>
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<BODY BGCOLOR=#FFFFFF TEXT=#000000 LINK=#000000 VLINK=#808080 ALINK=#000000>
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</BODY>
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<H2>DirectInput Input Mapper</H2>
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<ADDRESS>
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Om Sharma<br>
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Microsoft Corporation<br>
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6 June 1999
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</ADDRESS>
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<h3>Abstract</h3>
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<p>
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The "Genre and Control definations" documents lists a number of common game genres
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and primary actions for each genre.
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An action expresses what application behavior should result from
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the user's operation of the control.
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</p>
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<h3>How games use Actions</h3>
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<p>
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This example illustrates how a car racing game would use the Dinput mapper
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to configure its controls.
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The enumerated array <code>eGameActions</code> supplies the codes that Dinput
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uses to communicate the state of controllers.
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An application should enumerate all the actions
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that it plans to expose to users.
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Axis and hatswitch actions should have button or key equivalents,
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to allow users to configure those actions on less capable devices.
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</p>
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<pre>
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enum eGameActions =
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{
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eA_STEER, /* Steering */
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eB_STEER_LEFT, /* Use button to steer to the left */
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eB_STEER_RIGHT, /* Use button to steer to the right */
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eA_ACCELERATE, /* Accelerate */
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eB_ACCELERATE, /* Use button to accelerate */
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eB_DEACCELERATE,/* Use button to deaccelerate */
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eA_BRAKE, /* Brake */
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eB_UPSHIFT, /* Shift to higher gear */
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eB_DOWNSHIFT, /* Shift to lower gear */
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eB_CYCLEVIEW, /* Cycle to next view */
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eB_CONFIGCAR, /* Configure vehicle */
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eB_COURSEVIEW, /* Toggle course view */
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eB_DRIVERVIEW, /* View from Drivers seat */
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eA_VOLUME, /* CD Volume */
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eB_BRAKEBIAS, /* Brake Bias */
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};
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</pre>
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<p>
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The <code>rgActions</code> array is used to bind game action codes to virtual device controls.
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A game should use predefined action codes, in this case <code>DICARCONTROLLER_*</code>, to refer to
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controls on a virtual car controller. Dinput will examine all connected
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devices and enumurate devices suitable for the maping.
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The <code>rgActions</code> should only refer to a single
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virtual controller genre and keyboard and mouse.
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</p>
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<pre>
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DIACTIONS rgActions[]=
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{
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// Genre Defined controls
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/************* ****************** ****************
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Game Action Virtual Controller User Readable
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Code Action Code Label For Action
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************** ****************** ****************/
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//Genre defined axes
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{eA_STEER, DIDEVTYPE_CARCONTROLLER, ABAXIS_STEER, "Steer", 0x0},
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{eA_ACCELERATE, DIDEVTYPE_CARCONTROLLER, ABAXIS_ACCEL, "Accelerate", 0x0},
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{eA_BRAKE, DIDEVTYPE_CARCONTROLLER, ABAXIS_BRAKE, "Brake", 0x0},
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// addition axes not defined as part of the genre
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{eA_VOLUME, DIDEVTYPE_CARCONTROLLER, ABAXIS_ANY, "CD Volume", 0x0},
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// ..more game specific actions
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//Genre defined buttons
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{eB_UPSHIFT, DIDEVTYPE_CARCONTROLLER, BUTTON_UPSHIFT, "Upshift", 0x0},
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{eB_DOWNSHIFT, DIDEVTYPE_CARCONTROLLER, BUTTON_DWNSHIFT, "DownShift", 0x0},
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{eB_CYCLEVIEW, DIDEVTYPE_CARCONTROLLER, BUTTON_VIEWS, "Change View", 0x0},
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{eB_CONFIGCAR, DIDEVTYPE_CARCONTROLLER, BUTTON_CONFIGURECAR,"Configure", 0x0},
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// Additional actions not defined in the car controller genre
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// Listed in order of importance.
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{eB_DRIVERVIEW, DIDEVTYPE_KEYBOARD, DIK_1, "Driver View", 0x0},
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{eB_COURSEVIEW, DIDEVTYPE_KEYBOARD, DIK_C, "Course View", 0x0},
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{eB_BRAKEBIAS, DIDEVTYPE_KEYBOARD, DIK_B, "Brake Bias", 0x0},
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// ... more game specific actions.
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// Equivalent mappings for keyboard
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{eB_STEER_L, DIDEVTYPE_KEYBOARD, DIK_LEFT, "Steer Left", 0x0},
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{eB_STEER_R, DIDEVTYPE_KEYBOARD, DIK_RIGHT, "Steer Right", 0x0},
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{eB_ACCEL_MORE, DIDEVTYPE_KEYBOARD, DIK_UP, "Accelerate", 0x0},
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{eB_ACCEL_LESS, DIDEVTYPE_KEYBOARD, DIK_DOWN, "DeAccelerate", 0x0},
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// ... additional mappings for keyboard
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// Equivalent mappings for mouse.
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{eB_UPSHIFT, DIDEVTYPE_MOUSE, BUTTON_1, "UpShift", 0x0},
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{eB_DOWNSHIFT, DIDEVTYPE_MOUSE, BUTTON_2, "DownShift", 0x0},
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{eB_CYCLEVIEW, DIDEVTYPE_MOUSE, BUTTON_3, "Cycle View", 0x0},
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// ... additional mappings for mouse
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};
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</pre>
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</p> The last few elements of the <code>rgActions</code> array provide
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specific equivalents for controls on keyboard and mice.
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The controls on these devices are fairly standard, so there is no need to
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provide indirections. The predefined semantic <code>DI_EQUIV</code> allows the
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application to specify equivalent mappings for a control. This flag allows DINPUT
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to distuingish between a primary control and a equivalent control. Equivalent controls
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only avaliable on the keyboard and mice.
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<p>
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</p>
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Including these controls in one <code>rgSemantic</code> makes
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the application code simpler. The input processing code of the application
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can loop through active input devices and processes data from
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{eAch device in a similar manner.
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</p>
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<p>
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Now that the semantic mappings have been defined, the application can use the
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<code>IDirectInput8::EnumDevicesByActions</code> method in order to enumerate
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devices that are suitable for the virtual car controller.
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</p>
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<pre>
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InitializeInput()
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{
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IDirectInput* pDI;
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hr =pDI->EnumDevicesByActions(
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pDI, // IDirectInput interface
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&GUID_Application, // Unique GUID for {eAch application
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rgActions, // Action array
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TEXT("BillG"), // UserName, 0x0},=>CurrentUser
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fnDIEnumDevices, // Device Enumeration function
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NULL, // User variable
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0x0 // Enumeration flags
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);
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if(FAILED(hr)
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{
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// No device suitable for car controller genre
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goto panic;
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}
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pDi->Rel{eAse();
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}
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</pre>
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<p>
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The number of complete devices determines how Dinput configures partial devices.
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{eAch application is required to provide a GUID that uniquely identifies it.
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Dinput uses this GUID to keep track of user specified configuration, or to
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enable enhanced configuration information provided by the hardware vendor
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that is specific to the application.
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</p>
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<pre>
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BOOL fnDIEnumDevices(
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IDirectInputDevice8* pDiDev,
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UINT nID,
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LPCDIDEVICEINSTANCE lpDiDI,
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PVOID pv
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)
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{
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// Display the device mapping
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// If a user changes the mapping,
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// the application will need to renogotiate the mapping.
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hr = pDiDev->DisplayDeviceConfiguration();
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if( hr = DIERR_CONFIGCHANGE )
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{
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// User has changed the device configuration, redo the mapping
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g_bRedoConfig = TRUE;
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return DIENUM_STOP;
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}else
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{
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// If you decide to keep the device, you need to AddRef
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pDiDev->AddRef();
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g_pDIDevice[nID] = pDiDev;
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// Stash away a copy of the interface pointer
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}
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return DIENUM_CONTINUE; // Look for other devices
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}
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</pre>
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<p>
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If the user changes the device configuration, this function will
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return an error code of DIERR_CONFIGCHANGE.
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This is your cue to renegotiate the mapping.
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</p>
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