?/TD> |
Microsoft DirectX 9.0 |
Acquiring a Microsoft?DirectInput?device means giving your application access to it. As long as a device is acquired, DirectInput is making its data available to your application. If the device is not acquired, you can manipulate its characteristics but not obtain any data.
Acquisition is not permanent. Your application might acquire and unacquire a device many times.
In certain cases, depending on the cooperative level, a device is unacquired automatically whenever the application moves to the background. The mouse is automatically unacquired when the user clicks a menu, because at this point Microsoft Windows?assumes control of the device.
You must unacquire a device before changing its properties. The only exception is that you can change the gain for a force-feedback device while it is in an acquired state.
The acquisition mechanism is needed for two reasons:
First, DirectInput must be able to tell the application when the flow of data from the device has been interrupted by the system. For instance, if the user has switched to another application with ALT+TAB and has used the input device in that application, your application needs to know that the input no longer belongs to it and that the state of the buffers might have changed. Or consider an application with the DISCL_FOREGROUND cooperative level. The user holds down the SHIFT key and switches to another application. Then the user releases the key and switches back to the first application. As far as the first application is concerned, the SHIFT key is still down. The acquisition mechanism, by telling the application that input was lost, enables it to recover from these conditions.
Second, because your application can alter the properties of the device, without safeguards DirectInput would have to check the properties each time you wanted to retrieve data. This would be very inefficient. Even worse, a potential disaster could happen such as a hardware interrupt accessing a data buffer just as you were changing the buffer size. Therefore DirectInput requires your application to unacquire the device before changing properties. When you reacquire it, DirectInput checks the properties and decides on the optimal way of transferring data from the device to the application. This is done only once, so the data retrieval methods can be very fast.
Since the most common cause of losing a device is that your application moves to the background, you may want to reacquire devices whenever your application is activated. Be careful, though, about relying on a WM_ACTIVATE handler at startup time. The first WM_ACTIVATE message will likely arrive when your window is being initialized before DirectInput has been set up. To ensure that the device is acquired at startup, call IDirectInputDevice8::Acquire as soon as the device has been initialized.
Even acquiring the device on activation of your program window might not cover all cases in which a device is unacquired, especially for devices other than the standard mouse or keyboard. Because your application might unacquire a device unexpectedly, you need a mechanism for checking the acquisition state before attempting to get data from the device. The Scrawl Sample does this in the OnMouseInput function, in which a DIERR_INPUTLOST error triggers a message to reacquire the mouse. (See also Tutorial 2: Using the Mouse.)
Attempting to reacquire a device that is already acquired does no harm. Redundant calls to IDirectInputDevice8::Acquire are ignored, and the device can always be unacquired with a single call to IDirectInputDevice8::Unacquire.
Windows does not have access to the mouse when your application is using it in exclusive mode. If you want Windows to acquire the mouse, you must release it. The Scrawl Sample responds to a right-click by unacquiring the mouse, putting the Windows cursor in the same spot as its own, displaying a shortcut menu, and letting Windows handle the input until a menu choice is made.