![]() ![]() Games have always assumed that DirectInput device axes are centered when there is no user interaction with the device. The combination of the left and right triggers in DirectInput is by design. Querying for headset devices will not be available.The vibration effects will not be available.The left and right trigger buttons will act as a single button, not independently.However, some functionality provided by XInput will be missing from the DirectInput implementation: The Xbox Controller is properly enumerated on DirectInput, and can be used with the DirectInputAPIs. Using the Xbox Controller with DirectInput Future controllers released for the Xbox console (that is, steering wheels) will also work on Windows.XInput devices (that is, the Xbox controllers) will have vibration functionality only when using XInput APIs.There will be a large installed base of Xbox controllers.Both Xbox and Windows programming will use the same sets of core APIs, allowing programming to translate cross-platform much easier. ![]() ![]() XInput is easier to use and requires less setup than DirectInput.There are several advantages to using XInput over DirectInput: The APIs are available through the DirectX SDK, and the driver is available through Windows Update. This is the new input standard for both the Xbox and Windows. XInput is now available for game development. Use of legacy DirectInput is not recommended, and DirectInput is not available for Windows Store apps. ![]()
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