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