windows-nt/Source/XPSP1/NT/multimedia/directx/dinput/dx8/dll/semantic.htm

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<HEAD>
<TITLE>DirectInput Input Semantics</TITLE>
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<H2>DirectInput Input Semantics</H2>
<ADDRESS>
Raymond Chen<br>
Microsoft Corporation<br>
7 November 1997
</ADDRESS>
<h3>Abstract</h3>
<p>
A common problem faced by gaming device manufacturers is ensuring that
applications use the gaming device in the best possible way.
There is currently no way for a device to express high-level semantic
information that can be used by an application to assign, for example,
proper motion semantics to each input control.
A solution to this problem is proposed.
<h3>The Variety of Hardware</h3>
<p>
High degree-of-freedom devices are growing in popularity.
These types of devices reveal a failing in the way axes are currently
assigned: Different applications interpret (for example) the X axis
differently. Flight simulator type applications typically interpret
the X axis as a bank/roll control. Driving games and first-person shooting
games, on the other hand, typically interpret it as a turning control.
And still other types of games might interpret it as controlling
left/right translation ("sliding").
<p>
Currently, hardware vendors include a software component which dynamically
reconfigures the hardware based on guesses as to the semantics expected
by the currently-running application.
This technique is error-prone and leaves the hardware vendor in a constant
game of catch-up, releasing updates to the software to accomodate
new games. Consequently, it is not suitable as a long-term solution.
<h3>The HID Approach</h3>
<p>
The USB HID committee attempted to address this problem by defining
"usages" which express information about the intended use of the device.
Unfortunately, this approach has a few failings:
<ul>
<li>Hardware vendors need to express capabilities generically in order
for applications to be able to use them.
<a href=hid.htm>A separate document</a>
describes the usages a gaming device must use in order to be
usable by the greatest number of applications.
<li>The list of HID usages describe what things are, rather than what
they are for. For example, the Generic/Y usage merely indicates
that the control is used for Y movement of unspecified type,
but not whether it should be use for dive/climb control,
vertical translation, forward translation, or even jump/crouch.
</ul>
<h3>Semantics</h3>
<p>
This document proposes a new concept, tentatively named "Semantics".
(Suggestions for alternate names welcome. "Behavior" is a possibility,
although it tends to imply some sort of AI.)
<p>
A semantic expresses what application behavior should result from
the user's operation of the control.
<p>
A list of semantics would be agreed to by the gaming community.
<h3>How devices express semantics</h3>
<p>
A hardware device can express the semantics that can be applied
to each control, in descending order of priority. For example, the
X axis on a joystick could be listed as
<ul>
<li>horizontal turning (yaw) - Preferred use
<li>clockwise/counter-clockwise rotation (bank/roll)
<li>horizontal translation (slide)
</ul>
This information would be recorded in the registry "type key" associated
with the device. (Information of this ilk is already kept in the type key.)
The INF file distributed with a hardware device would establish these
semantics. In the absence of semantic information, DirectInput would
apply a default set of semantics.
<h3>How Applications Request Semantics</h3>
<p>
One of the goals of this proposal is to shift the onus of establishing
mappings between game behaviors and device controls
from the application to DirectInput.
Doing this would accomplish several things.
<ul>
<li>Applications would become easier to write,
since less code would be necessary.
<li>Applications would become easier for the user to customize,
since a central configuration (e.g., control panel) can
establish the way all applications treat a device.
<li>Applications would be able to take advantage of devices
that ship after the application has been released.
<li>Backwards compatibility would be maintained,
since DirectInput knows the identity of the application
(and its version) and can therefore modify its behavior
as necessary.
</ul>
<p>
According to this proposal, the application would present to DirectInput
a list of semantics it desires from the device. Example:
<pre>
LPDIDATAFORMAT pdf;
HRESULT hres;
DWORD rgSemantics[] = {
DISEM_AXIS_BANK , /* Bank/roll control */
DISEM_AXIS_CLIMB , /* Climb/dive control */
DISEM_AXIS_THROTTLE , /* Throttle (velocity) control */
DISEM_BUTTON_FIREWEAPON , /* Fire selected weapon */
DISEM_BUTTON_WEAPONSELECTUP , /* Select next weapon */
DISEM_BUTTON_WEAPONSELECTDOWN, /* Select previous weapon */
DISEM_BUTTON_SHOWMAP , /* Show/hide onscreen map */
DISEM_BUTTON_ANY , /* For special game feature */
};
hres = pdev-&gt;BuildDataFormat(rgSemantics, &pdf);
if (SUCCEEDED(hres)) {
hres = pdev-&gt;SetDataFormat(pdf);
pdev-&gt;FreeDataFormat(pdf);
}
</pre>
Observe that this is a simple extension of what applications already do,
except that instead of using a fixed data format, the application asks
DirectInput to build a custom data format based on its semantics requirements.
<p>
The <code>rgSemantics</code> array describes the controls which the
application requests.
The
<code>BuildDataFormat</code> method compares this structure against
the capabilities of the device and determines how semantics should be
assigned to controls.
Note the special semantic named <code>DISEM_BUTTON_ANY</code> which acts
as a catch-all that matches any button (just like in the old days).
<p>
The application can look to see which semantics got assigned to which
controls (or perhaps to no control if all compatible controls are already
in use) by inspecting the <code>DIDATAFORMAT</code> structure. For example,
the above sample application could check if DirectInput successfully found
a control for use as a throttle as follows:
<pre>
// Do this before pdev->FreeDataFormat(pdf), of course
//
// rgSemantics[2] = DISEM_AXIS_THROTTLE, corresponding to rgodf[2]
if (!pdf->rgodf[2].dwType) {
// Unable to find a throttle on the device
}
</pre>
Most game applications provide keyboard equivalents for all functions, so
there would typically be no need for checking if a particular semantic
was supported on the gaming device.
<p>
This is merely the basic idea; there are a lot of details that are not
covered. For example, if the application selected
<code>DISEM_POV_GLANCE</code> to request a control that can be used to
glance around the environment (turning the head without turning the body),
this can be expressed in a device either with a single control (a hatswitch)
or with a pair of controls (two axes), a quartet of controls (four buttons
arranged in a diamond pattern) or even a quintet (a diamond pattern with a
center button). It is also not clear how relative and absolute controls
should be managed.
<p>
One approach
is to add a translation layer to the data retrieval functions
as well as to the data format functions. So the application can assume
that it will always receive the information as two <code>LONG</code>s
(say), one describing horizontal glance information and one describing
vertical glance information. DirectInput would do the work of mapping
the hatswitch or buttons into <code>LONG</code>s. However, this
leaves open the question of what numerical value to assign to a glance
action triggered by a button rather than an axis.
<p>
Another approach is to split <code>BuildDataFormat</code> into two
separate methods, <code>CreateEmptyDataFormat</code> and
<code>AddToDataFormat</code>. An application can then, for example,
use the following code to select the best control for glancing:
<pre>
hres = pdev-&gt;CreateEmptyDataFormat(&pdf);
if (FAILED(hres)) {
goto panic;
}
//
// 1 = number of semantics we are adding this time
// DIADF_ALL = fail if not all semantics are available
//
DWORD dwSem = DISEM_POV_GLANCE;
hres = pdev-&gt;AddToDataFormat(pdf, &dwSem, 1, DIADF_ALL);
if (SUCCEEDED(hres)) {
GlanceViaPOV = TRUE;
} else {
// Couldn't find it on a POV; try it on a pair of axes
DWORD rgSem[2] = { DISEM_AXIS_GLANCEUPDOWN,
DISEM_AXIS_GLANCELEFTRIGHT };
hres = pdev-&gt;AddToDataFormat(pdf, rgSem, 2, DIADF_ALL);
if (SUCCEEDED(hres)) {
GlanceViaAxes = TRUE;
} else {
// If I were really into it, I could try glancing via buttons
}
}
</pre>
The downside is that this requires vendors to write code, which
results in the impression that "DirectInput is hard to use".
(Be honest, that's what you were thinking when you saw that code
snippet.)
<h3>Associating Semantics to Controls</h3>
<p>
Via the Control Panel, the end-user can adjust the list of semantics
associated with each control. This would be a simple list control
with a "Move Up/Down" control (to reorder items) and "Add" and
"Remove" buttons to allow the user to change the contents of the list.
<h3>The Mapping Algorithm</h3>
<p>
For each control requested by the application, consult the list of
all controls on the device not already assigned by a previous step.
Among the controls which support the requested semantics, choose the
one whose semantics appears earliest in its corresponding list.
For example, if there are two axes that claim to be usable as
"Translate left/right", but one of them lists the capability as its
primary behavior, whereas the other lists it in third place, then the
behavior will be assigned to the first axis.
<h3>The List of Semantics</h3>
<p>
The list of semantics would be agreed upon by the members of the gaming
community. Here follows a list of possibilities.
<ul>
<li>Axis motion
<ul>
<li>Translation ("slide", no rotation).
<li>Rotation ("turn", no translation)
<li>Tilt ("lean", no change in position -- same as rotation?)
</ul>
<li>Axis actions
<ul>
<li>Jump/Crouch
<li>Zoom in/out
<li>Throttle
<li>Left throttle, right throttle (tank games)
<li>Various turret controls (tank games)
</ul>
<li>Button actions
<ul>
<li>Weapon operations
<ul>
<li>Select first weapon (second, third, etc.), next, previous
<li>Fire first weapon (second, third, etc.)
<li>Fire selected weapon
</ul>
<li>Character operations
<ul>
<li>Select first object (second, third, etc.), next, previous
<li>Manipulate first object (second, third, etc.)
<li>Manipulate selected object
<li>Jump
<li>Crouch
<li>Zoom in
<li>Zoom out
</ul>
<li>Fighting operations
<ul>
<li>Kick (various intensities), punch (various intensities)
</ul>
</ul>
<li>Flight simulation
<ul>
<li>Gear, flaps, trim, etc.
</ul>
</ul>
<h3>References</h3>
<p>
<cite>
<a href=http://www.usb.org/>Universal Serial Bus</a>
HID Usage Tables</cite>, Version 1.0,
USB Implementers Forum.
<p>
<cite>
<a href=http://www.microsoft.com/directx/resources/dx5sdk.htm>
DirectX 5.0 SDK</a>
</cite>, Microsoft Corporation.