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This repository has been archived by the owner on Nov 20, 2024. It is now read-only.

Some changes in DirectInput sample #18

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@DJm00n DJm00n commented 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
@DJm00n
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DJm00n commented Apr 29, 2020

@walbourn some feedback on this?


[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)

[Games for Windows and DirectX SDK blog](http://blogs.msdn.com/b/chuckw/)
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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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@DJm00n DJm00n May 3, 2020

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Unfortunately I only have Win10. Will try to install win 7 vm for testing xinput check.

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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.

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