Hi Rui,

Sorry for the slow turnaround on this submission, I've just gone
through my archive of submissions and found this one.  osgdirectinput
is now merged and submitted to svn/trunk. ;-)

Robert.

On Sun, Jan 17, 2010 at 2:26 PM, Wang Rui <[email protected]> wrote:
> Hi Robert,
>
> This has nothing to do with the exentable osg formats we are
> discussing, just an example of combining osg and directinput for fun.
> We have a directshow plugin now, so why not a directinput example? :D
>
> I implemented a customized viewer event traversal here to read state
> changes from the DirectInput devices and add events to the event
> queue. I've tested with the keyboard and joystick supports. Because of
> only having a very old 6-button gamepad, I can't do more experiments.
> Hope this will bring more ideas to those who face similar problems,
> especially simulation game designers. :)
>
> I didn't map all DirectInput key values to GUIEventAdapter key
> symbols. Users may add more in the buildKeyMap() function freely. The
> mouse handling operations are also ignored, but will be easily
> improved in the same way of creating keyboard and joystick devices.
>
> Please add a line:
>
> FIND_PACKAGE(DirectInput)
>
> in the CMakeLists of root directory. And in the examples/CMakeLists.txt:
>
> IF(DIRECTINPUT_FOUND)
>    ADD_SUBDIRECTORY(osgdirectinput)
> ENDIF(DIRECTINPUT_FOUND)
>
> DirectX SDK 2009 is used here, but an older version like DX8 should
> also work in my opinion.
>
> No need to hurry to review this if you don't have enough time. I'm
> just glad to make use of my wasted gamepad again this weekend.
>
> Cheers,
>
> Wang Rui
>
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>
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