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Some changes in DirectInput sample #18
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DJm00n
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Apr 9, 2020
- Simplified XInput check - you can just get HID path via DIPROP_GUIDANDPATH and check for "_IG" there
- Added DirectInput gamepad info printed on UI
- Converted docx readme to Github friendly Markdown
- Simplified XInput check - you can just get HID path via DIPROP_GUIDANDPATH and check for "_IG" there - Added DirectInput gamepad info printed on UI - Converted docx readme to Github friendly Markdown
@walbourn some feedback on this? |
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[Where is the DirectX SDK (2013 Edition)?](http://blogs.msdn.com/b/chuckw/archive/2013/07/01/where-is-the-directx-sdk-2013-edition.aspx) | ||
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[Games for Windows and DirectX SDK blog](http://blogs.msdn.com/b/chuckw/) |
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Sorry, but I've let these URLs rot :(
SHould be:
https://walbourn.github.io/directx-tool-kit-now-with-gamepads/
https://walbourn.github.io/where-is-the-directx-sdk-2015-edition/
UINT iDevice = 0; | ||
VARIANT var; | ||
HRESULT hr; | ||
DIPROPGUIDANDPATH dip; |
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Using DI directly instead of WMI does look a lot simpler. Have you been able to check this on more than one version of Windows?
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Unfortunately I only have Win10. Will try to install win 7 vm for testing xinput check.
I've merged the walbourn/directx-sdk-samples and walbourn/directx-sdk-legacy-samples into https://github.com/microsoft/DirectX-SDK-Samples/. I'm archiving this repo as all work should move there. |