• Introducing DirectX 9.0
  • DirectX Graphics
  • DirectInput
  • DirectPlay
  • DirectSetup
  • DirectMusic
  • DirectSound
  • DirectShow
  • DirectX Media Objects
      • DirectInput
        • What's New in DirectInput
        • Introduction to DirectInput
        • Understanding DirectInput
        • Using DirectInput
          • DirectInput Devices
            • Acquiring Devices
            • Cooperative Levels
            • Creating a DirectInput Device
            • Device Capabilities
            • Device Data Formats
            • Device Object Enumeration
            • Device Properties
            • Device Setup
          • DirectInput Device Data
            • Buffered and Immediate Data
            • Polling and Event Notification
            • Relative and Absolute Axis Coordinates
            • Time Stamps and Sequence Numbers
            • Joystick Data
              • Buffered Joystick Data
              • Checking for Lost Joystick Input
              • Immediate Joystick Data
              • Interpreting Joystick Axis Data
              • Using CPOINTs
            • Keyboard Data
              • Buffered Keyboard Data
              • Checking for Lost Keyboard Input
              • Immediate Keyboard Data
              • Interpreting Keyboard Data
            • Mouse Data
              • Buffered Mouse Data
              • Checking for Lost Mouse Input
              • Immediate Mouse Data
              • Interpreting Mouse Axis Data
            • Output Data
          • Action Mapping
            • Configuring the Action Map
            • Finding Matching Devices
            • Maintaining Files During Development
            • Preparing the Action Map
            • Retrieving Action Data
            • User Configuration of the Device
          • Force Feedback
            • Basic Concepts of Force Feedback
            • Changing an Effect
            • Creating an Effect
            • Downloading and Unloading Effects
            • Effect Direction
            • Effect Enumeration
            • Effect Object Enumeration
            • Effect Playback
            • Envelopes and Offsets
            • Force-Feedback State
            • Gain
            • Information About a Supported Effect
            • Loading Effects from a File
            • Effect Types
              • Conditions
              • Constant Forces
              • Custom Forces
              • Device-Specific Effects
              • Periodic Effects
              • Ramp Forces
        • Programming Tips and Tools
        • DirectInput C/C++ Tutorials
          • Tutorial 1: Using the Keyboard
            • Step 1: Creating the DirectInput Object
            • Step 2: Creating the DirectInput Keyboard Device
            • Step 3: Setting the Keyboard Data Format
            • Step 4: Setting the Keyboard Behavior
            • Step 5: Gaining Access to the Keyboard
            • Step 6: Retrieving Data from the Keyboard
            • Step 7: Closing Down the DirectInput System
            • Tutorial 1 Samples
          • Tutorial 2: Using the Mouse
            • Step 1: Creating the DirectInput Mouse Device
            • Step 2: Setting the Mouse Data Format
            • Step 3: Setting the Mouse Behavior
            • Step 4: Preparing for Buffered Input from the Mouse
            • Step 5: Managing Access to the Mouse
            • Step 6: Retrieving Buffered Data from the Mouse
          • Tutorial 3: Using the Joystick
            • Step 1: Enumerating the Joysticks
            • Step 2: Creating the DirectInput Joystick Device
            • Step 3: Setting the Joystick Data Format
            • Step 4: Setting the Joystick Behavior
            • Step 5: Gaining Access to the Joystick
            • Step 6: Retrieving Data from the Joystick
          • Tutorial 4: Using Force Feedback
            • Step 1: Enumerating Force-Feedback Devices
            • Step 2: Creating the DirectInput Force-Feedback Device
            • Step 3: Enumerating Supported Effects
            • Step 4: Creating an Effect
            • Step 5: Playing an Infinite Effect
            • Step 6: Changing an Effect
          • Tutorial 5: Using Action Mapping
            • Step 1: Defining the Game Actions
            • Step 2: Defining the Action Map
            • Step 3: Mapping Actions to Devices
            • Step 4: Configuring and Applying the Action Map
            • Step 5: Displaying the Action Map
            • Step 6: User Configuration of the Action Map
            • Step 7: Retrieval of Action Mapped Data
        • DirectInput C/C++ Samples
          • ActionBasic Sample
          • ActionMapper Sample
          • CustomFormat Sample
          • DeviceView Sample
          • DIConfig Sample
          • DrumPad Sample
          • FFConst Sample
          • Joystick Sample
          • Keyboard Sample
          • Mouse Sample
          • MultiMapper Sample
          • ReadFFE Sample
          • Scrawl Sample
        • DirectInput C/C++ Reference
          • Interfaces
            • IDirectInput8
              • ConfigureDevices
              • CreateDevice
              • EnumDevices
              • EnumDevicesBySemantics
              • FindDevice
              • GetDeviceStatus
              • Initialize
              • RunControlPanel
            • IDirectInputDevice8
              • Acquire
              • BuildActionMap
              • CreateEffect
              • EnumCreatedEffectObjects
              • EnumEffects
              • EnumEffectsInFile
              • EnumObjects
              • Escape
              • GetCapabilities
              • GetDeviceData
              • GetDeviceInfo
              • GetDeviceState
              • GetEffectInfo
              • GetForceFeedbackState
              • GetImageInfo
              • GetObjectInfo
              • GetProperty
              • Initialize
              • Poll
              • RunControlPanel
              • SendDeviceData
              • SendForceFeedbackCommand
              • SetActionMap
              • SetCooperativeLevel
              • SetDataFormat
              • SetEventNotification
              • SetProperty
              • Unacquire
              • WriteEffectToFile
            • IDirectInputEffect
              • Download
              • Escape
              • GetEffectGuid
              • GetEffectStatus
              • GetParameters
              • Initialize
              • SetParameters
              • Start
              • Stop
              • Unload
          • Callback Functions
            • DIConfigureDevicesCallback
            • DIEnumCreatedEffectObjectsCallback
            • DIEnumDeviceObjectsCallback
            • DIEnumDevicesBySemanticsCallback
            • DIEnumDevicesCallback
            • DIEnumEffectsCallback
            • DIEnumEffectsInFileCallback
          • Functions
            • DirectInput8Create
            • ShowJoyCPL
          • Macros
            • DIDFT_GETINSTANCE
            • DIDFT_GETTYPE
            • DIDFT_MAKEINSTANCE
            • DIEFT_GETTYPE
            • DIMAKEUSAGEDWORD
            • DISEQUENCE_COMPARE
            • GET_DIDEVICE_SUBTYPE
            • GET_DIDEVICE_TYPE
          • Structures
            • CPOINT
            • DIACTION
            • DIACTIONFORMAT
            • DICOLORSET
            • DICONDITION
            • DICONFIGUREDEVICESPARAMS
            • DICONSTANTFORCE
            • DICUSTOMFORCE
            • DIDATAFORMAT
            • DIDEVCAPS
            • DIDEVICEIMAGEINFO
            • DIDEVICEIMAGEINFOHEADER
            • DIDEVICEINSTANCE
            • DIDEVICEOBJECTDATA
            • DIDEVICEOBJECTINSTANCE
            • DIEFFECT
            • DIEFFECTINFO
            • DIEFFESCAPE
            • DIENVELOPE
            • DIFILEEFFECT
            • DIJOYSTATE
            • DIJOYSTATE2
            • DIMOUSESTATE
            • DIMOUSESTATE2
            • DIOBJECTDATAFORMAT
            • DIPERIODIC
            • DIPROPCPOINTS
            • DIPROPDWORD
            • DIPROPGUIDANDPATH
            • DIPROPHEADER
            • DIPROPPOINTER
            • DIPROPRANGE
            • DIPROPSTRING
            • DIRAMPFORCE
          • Device Constants
            • DirectInput and Japanese Keyboards
            • Joystick Device Constants
            • Keyboard Device
            • Mouse Device
          • Action Mapping Constants
            • Action Genres
              • Hand-to-Hand
              • Shooting
              • Third-Person Action
            • Arcade Genres
              • Platform
              • Side-to-Side
            • CAD Genres
              • 2-D Object
              • 3-D Model
              • 3-D Navigation
              • 3-D Object
            • Control Genres
              • Browser
              • Remote Control
            • Driving Genres
              • Combat Racing
              • Mechanical Fighting
              • Racing
              • Tank
            • Flight Genres
              • Air Combat
              • Civilian Flight
              • Helicopter Combat
              • Space Combat
            • Sports Genres
              • Baseball Batting
              • Baseball Fielding
              • Baseball Pitching
              • Basketball Defense
              • Basketball Offense
              • Fishing
              • Football Defense
              • Football Offense
              • Football Play
              • Football Quarterback
              • Golf
              • Hockey Defense
              • Hockey Goalie
              • Hockey Offense
              • Hunting
              • Mountain Biking
              • Racquet
              • Skiing
              • Soccer Defense
              • Soccer Offense
            • Strategy Genres
              • Role-Playing
              • Turn-Based
            • Any-Control
            • DirectPlay Voice Mapping
            • Keyboard Mapping
            • Mouse Mapping
          • Return Values