a345a04254
changes from the DirectInput devices and add events to the event queue. I've tested with the keyboard and joystick supports. Because of only having a very old 6-button gamepad, I can't do more experiments. Hope this will bring more ideas to those who face similar problems, especially simulation game designers. :) I didn't map all DirectInput key values to GUIEventAdapter key symbols. Users may add more in the buildKeyMap() function freely. The mouse handling operations are also ignored, but will be easily improved in the same way of creating keyboard and joystick devices. Please add a line: FIND_PACKAGE(DirectInput) in the CMakeLists of root directory. And in the examples/CMakeLists.txt: IF(DIRECTINPUT_FOUND) ADD_SUBDIRECTORY(osgdirectinput) ENDIF(DIRECTINPUT_FOUND) DirectX SDK 2009 is used here, but an older version like DX8 should also work in my opinion. " |
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CMakeLists.txt | ||
DirectInputRegistry | ||
DirectInputRegistry.cpp | ||
osgdirectinput.cpp |