Henrik Rydgård
91cb320e6f
Merge pull request #6212 from thedax/win32-buildfix
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Win32: fix three warnings.
2014-06-02 23:42:58 +02:00
The Dax
70e1abac08
Win32: Use CALLBACK (__stdcall) for DinputDevice::DevicesCallback. Fixes 32-bit compilation.
2014-06-02 08:28:35 -04:00
The Dax
9672701743
Win32 buildfix and warning fix.
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I don't know how many pads are supposed to be supported, but I went with a reasonable number until the proper amount is committed.
2014-06-01 18:25:35 -04:00
Peter Tissen
7d25a1591c
fix formatting
2014-06-01 12:37:30 +02:00
Peter Tissen
1024eb7b63
initial commit for multiple DInput devices.
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allow multiple dinput devices but still block all dinput devices if an xinput device is present.
This still has some issues with devices not being able to be dynamically added or removed but
even many commercial games react to hot-plug DInput events. Also, the axis handling is not really
ideal yet but it works for now.
2014-06-01 12:37:30 +02:00
Unknown W. Brackets
4f93d57186
Add a few more dinput axises since it's easy.
2013-07-07 16:28:36 -07:00
Unknown W. Brackets
4541a79d54
Send only changed analog sticks in dinput.
2013-07-07 16:10:21 -07:00
Unknown W. Brackets
b3b2269536
Remove some dead code.
2013-07-07 13:43:53 -07:00
Unknown W. Brackets
e6f4f3a9ac
Fix POV so it resets, cooperates with kbd.
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Only resends on change. DirectInput is all about polling, unfortunately.
We could use a separate thread and wait on events...
2013-07-07 13:43:28 -07:00
The Dax
9aaf4e5e08
Add RightStickBind support. It's still not 100% bug free...
2013-07-07 16:19:55 -04:00
The Dax
3023ab91ec
Add POV support.
2013-07-07 16:19:55 -04:00
The Dax
8e136bc383
Begin updating DirectInput for keymapping, and to take it off the legacy path.
2013-07-07 16:19:54 -04:00
nachume
4062059c2e
Add check init Controls Dialog and ControlMapping constructor
2013-05-18 22:59:13 +02:00
BeaR
01e23dc77f
Remove dependency on dxguid.lib
2013-04-08 18:26:01 +02:00
Unknown W. Brackets
dcd2c26214
Treat the keyboard and pads differently.
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We basically never want two pads active at once, but keyboard is
different. So, they need to be treated differently.
Fixes #1212 .
2013-04-07 18:42:23 -07:00
CrazyMax
6d2abe95b4
Windows: add support DirectInput gamepads (devices);
2013-04-01 04:55:38 +03:00