Chapter 15. Controlling User Input

IN THIS CHAPTER

Thus far, the book has covered 3D graphics in depth, and it has now covered sound as well. Aside from briefly in Chapter 6, “Using Managed DirectX to Write a Game,” user control hasn't been discussed at all. Even that control only dealt with the keyboard, while ignoring the mouse, or even joysticks and game pads. Not to mention the force feedback possibilities. This chapter will cover the DirectInput API, and how to use it to get the data the user input devices are giving you. The topics being covered include

  • Controlling the keyboard

  • Controlling ...

Get Managed DirectX® 9 Kick Start: Graphics and Game Programming now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.