input-directx

Section: GGI (7)
Updated: 2005-07-31
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NAME

input-directx : Win32 DirectX input  

SYSNOPSIS

input-directx

 

DESCRIPTION

Used for Win32 DirectX port of libGGI. This target cannot be used without the DirectX display target, which loads this automatically.

DirectX 7 is required.  

FEATURES

Generates evPtr* events, but not evPtrRelative by default. Use:

ggiAddEventMask(vis, emPtrRelative);

to get them.

Generates evKey* events. Key repeat messages are generated at the keyboard rate and keyboard delay specified in the keyboard control panel by emulating what Windows does.

Dead keys work almost as expected (see the Bugs section below).

Game controllers with absolute axes. The DirectX Point-Of-View (POV) control type is mapped to an axis (indicating the current direction of the POV control) and a button indicating if the POV control is currently in that direction or if it is centered with no direction at all. The long name of the POV axis is POV x (btn y) where btn y indicates what button is connected to POV x.

 

BUGS

When using relative pointer motion evPtrRelative, suming up the values from the correct (albeit unknown) starting point is not equivalent to using absolute pointer motion evPtrAbsolute. Use absolute pointer motion (the default) if you want to keep in sync with the on screen cursor.
When pressing a dead key, the next key should sometimes not emit an emulated key press for the dead key. E.g. a dead tilde (~) followed by a cursor key should not emit an emulated tilde. It should try to combine the dead tilde with the key following the cursor key (e.g. n, to make a ntilde), in order to match what Windows does.
The system keyboard device always reports 256 keys, which is obviously not always correct.
It is not possible to not open game controllers, which wastes system resources should the application not be interested into them.


 

Index

NAME
SYSNOPSIS
DESCRIPTION
FEATURES
BUGS
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