The tag has no usage guidance.

learn more… | top users | synonyms

0
votes
0answers
15 views

Issues with keyboard handling SDL_Input with Directx9 for graphics

I had a pseudo-engine made with OpenGL for 3D graphics and SDL2 for the window, input, files , textures, UI, audio... And it was just for especific purposes, so it didn't had an editor integrated, ...
1
vote
2answers
292 views

How to rotate camera using mouse?

I'm looking for a basic example of rotating camera using the mouse. the only problem is I'm not sure of how to rotating the camera around it target. should i do this by an algorithm or is there a ...
2
votes
1answer
218 views

Making DirectInput and XInput work together

I have working wrappers for Xinput and DirectInput in my game, but I had problems with xbox controllers, because they are also recognized as generic controllers by directinput. I have found out that ...
2
votes
3answers
484 views

Is IDirectInput8::FindDevice totally broken on Windows 7?

I'm developing on Windows 7, and using DirectInput8 for my input needs. I'm tracking gamepad additions and removals (that is, GUID_DEVINTERFACE_HID devices) using the DBT_DEVICEARRIVAL and ...
0
votes
2answers
2k views

SharpDx how to detect if Mouse Button is pressed?

I'm wondering how it's possible to detect if a mousebutton is pressed or released. var di = new DirectInput(); _mouse = new Mouse(di); _mouse.Acquire(); _mouseState = _mouse.GetCurrentState() All I ...
3
votes
1answer
729 views

Gamepad thumbsticks active range

for my current project I use gamepad. I was successfull in hooking it up in C# through SlimDX. Everything works fine, only problem is that thumbsticks don't fully use the active range. If I move ...
2
votes
2answers
343 views

How is the result returned in SharpDX.DirectInput.Device.Acquire()?

The documentation of IDirectInputDevice8::Acquire says: Return Value If the method succeeds, the return value is DI_OK, or S_FALSE if the device was already acquired. If the method fails, ...