322 lines
11 KiB
HTML
322 lines
11 KiB
HTML
|
<HEAD>
|
||
|
<TITLE>DirectInput Input Semantics</TITLE>
|
||
|
</HEAD>
|
||
|
<BODY BGCOLOR=#FFFFFF TEXT=#000000 LINK=#000000 VLINK=#808080 ALINK=#000000>
|
||
|
</BODY>
|
||
|
|
||
|
<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->BuildDataFormat(rgSemantics, &pdf);
|
||
|
if (SUCCEEDED(hres)) {
|
||
|
hres = pdev->SetDataFormat(pdf);
|
||
|
pdev->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->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->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->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.
|