GameInput is built around an entirely new direct memory access (DMA) architecture for the lowest possible input latency and resource usage. Haptics and force feedback are fully supported, and third-party device SDKs can easily be written on top of GameInput to provide access to custom device features. Input can be obtained via polling or callbacks in an event-driven way. GameInput's functionality ranges from simple fixed-format gamepad state to detailed low-level raw device access. GameInput is a functional superset of all legacy input APIs-XInput, DirectInput, Raw Input, Human Interface Device (HID), and WinRT APIs-in addition to adding new features of its own. This makes it easy to add support for additional input devices, without major changes to input code. The code for handling input from these devices is nearly identical, using many of the same functions but with different filters applied. GameInput exposes input from keyboards, mice, gamepads, and other game controllers via a single unified input model, synchronized to a common time base. PC support (including earlier versions of Windows) will be available in an upcoming Windows SDK.
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