1input-directx(7) GGI input-directx(7)
2
3
4
6 input-directx : Win32 DirectX input
7
9 input-directx
10
11
13 Used for Win32 DirectX port of libGGI. This target cannot be used
14 without the DirectX display target, which loads this automatically.
15
16 DirectX 7 is required.
17
19 · Generates evPtr* events, but not evPtrRelative by default. Use:
20
21 ggiAddEventMask(vis, emPtrRelative);
22
23 to get them.
24
25 · Generates evKey* events. Key repeat messages are generated at the
26 keyboard rate and keyboard delay specified in the keyboard control
27 panel by emulating what Windows does.
28
29 Dead keys work almost as expected (see the Bugs section below).
30
31 · Game controllers with absolute axes. The DirectX Point-Of-View
32 (POV) control type is mapped to an axis (indicating the current
33 direction of the POV control) and a button indicating if the POV
34 control is currently in that direction or if it is centered with no
35 direction at all. The long name of the POV axis is POV x (btn y)
36 where btn y indicates what button is connected to POV x.
37
39 · When using relative pointer motion evPtrRelative, suming up the
40 values from the correct (albeit unknown) starting point is not
41 equivalent to using absolute pointer motion evPtrAbsolute. Use
42 absolute pointer motion (the default) if you want to keep in sync
43 with the on screen cursor.
44
45 · When pressing a dead key, the next key should sometimes not emit an
46 emulated key press for the dead key. E.g. a dead tilde (~) followed
47 by a cursor key should not emit an emulated tilde. It should try to
48 combine the dead tilde with the key following the cursor key (e.g.
49 n, to make a ntilde), in order to match what Windows does.
50
51 · The system keyboard device always reports 256 keys, which is obvi‐
52 ously not always correct.
53
54 · It is not possible to not open game controllers, which wastes sys‐
55 tem resources should the application not be interested into them.
56
57libgii-1.0.x 2005-07-31 input-directx(7)