If (FAILED(hr) || pIWbemLocator = nullptr)īstrNamespace = SysAllocString(L"\\\\.\\root\\cimv2") if (bstrNamespace = nullptr) goto LCleanup īstrClassName = SysAllocString(L"Win32_PNPEntity") if (bstrClassName = nullptr) goto LCleanup īstrDeviceID = SysAllocString(L"DeviceID") if (bstrDeviceID = nullptr) goto LCleanup Hr = CoCreateInstance(_uuidof(WbemLocator), So we can call VariantClear() later, even if we never had a successful IWbemClassObject::Get(). IEnumWbemClassObject* pEnumDevices = nullptr Unfortunately this information cannot be found by just using DirectInputīOOL IsXInputDevice( const GUID* pGuidProductFromDirectInput ) Enum each PNP device using WMI and check each device ID to see if it contains To do this, insert this code into your DirectInput enumeration callback: #include You will need to determine which of your DirectInput devices are legacy devices, and which are XInput devices, and remove them from the enumeration of DirectInput devices. All XInput devices will show up as both XInput and DirectInput devices, but they should not be handled through DirectInput. When enumerating your DirectInput devices, all DirectInput devices will enumerate correctly. If you want your game to support legacy DirectInput devices, you may use DirectInput and XInput side by side. XInput and DirectInput Side by Sideīy supporting XInput only, your game will not work with legacy DirectInput devices. In order to test the trigger values separately, you must use XInput. The solution was to combine the triggers, setting one trigger to a positive direction and the other to a negative direction, so no user interaction is indicative to DirectInput of the "control" being at center. Older games would therefore assume user interaction. However, the newer controllers were designed to register minimum value, not center, when the triggers are not being held. Games have always assumed that DirectInput device axes are centered when there is no user interaction with the device. The combination of the left and right triggers in DirectInput is by design. Querying for headset devices will not be available.The vibration effects will not be available.The left and right trigger buttons will act as a single button, not independently.However, some functionality provided by XInput will be missing from the DirectInput implementation: The XUSB controllers are properly enumerated on DirectInput, and can be used with the DirectInputAPIs. XInput device will have vibration functionality only when using XInput APIs.There will be a large installed base of controllers. Both Xbox and Windows programming will use the same sets of core APIs, allowing programming to translate cross-platform much easier.XInput is easier to use and requires less setup than DirectInput.There are several advantages to using XInput over DirectInput: The APIs are available through the DirectX SDK, and the driver is available through Windows Update. XInput enables applications to receive input from the XUSB controllers. Windows Store apps do not support DirectInput. This document compares XInput and DirectInput implementations of controller input and how to support both XInput devices and legacy DirectInput devices. How to check if your touch screen is really sendin.See GameInput API for details on the next-generation input API supported on PC and Xbox through the Microsoft Game Development Kit (GDK).Next you probably want to check if Qt actually is seeing those events, for that there's a few ready to use demos in the qtdeclarative source code, so I would qml qt5/qtdeclarative_58/examples/quick/touchinteraction/multipointtouch/multiflame.qmlĪnd after putting my five fingers on the screen I would see ↳ ThinkPad Extra Buttons id=15 Īnd if the output contains RawTouchBegin and RawTouchEnd events, it means that the screen is correctly sending touch events :) Thanks to Shawn of Qt fame for having helped me the two times and explained me how to test if my screen is sending touch events, I'm writing this blog so i don't forget and ask him a third time :Dįirst step is figuring out the xinput id of the touch screen of my xinput list I've had this problem twice in the last year, I'm testing something related to touch in my laptop and I'm stuck trying to figure out if it's my code that is wrong or if my screen is misconfigured and it's only sending mouse events.
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