Chapter 15. Controlling User Input

IN THIS CHAPTER

  • Detecting the Devices You Can Use

  • Using the Keyboard Device

  • Using the Mouse Device

  • Using Game Pads and Joysticks for User Input

  • Using Force Feedback

  • In Brief

Thus far, the book has covered 3D graphics in depth, and it has now covered sound as well. Aside from briefly in Chapter 6, "Using Managed DirectX to Write a Game," user control hasn't been discussed at all. Even that control only dealt with the keyboard, while ignoring the mouse, or even joysticks and game pads. Not to mention the force feedback possibilities. This chapter will cover the DirectInput API, and how to use it to get the data the user input devices are giving you. The topics being covered include

  • Controlling the keyboard

  • Controlling the mouse

  • Controlling joysticks and game pads

  • Force feedback



Managed DirectX 9 Graphics and Game Programming, Kick Start
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors: Tom Miller

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net