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May 03, 2019 Keyboard input It is great that we are able to add shapes, sprites, and textures; however, computer games, by nature, are interactive. We will need to get the players, keyboard input in order to let them access the contents of the game. This tutorial explains how to access global input devices: keyboard, mouse and joysticks. This must not be confused with events. Real-time input allows you to query the global state of keyboard, mouse and joysticks at any time (' is this button currently pressed? ', ' where is the mouse currently? ') while events notify you when something.
This section includes sample code for the following purposes:
- Registering for Raw Input
- $ begingroup $ Like @PlayDeezGames said, it really depends on how your game is built. You'll know what type of input events you want for your game after doing a bit more research and/or development for you game. That's why this isn't a very good question for this site. $ endgroup $ – TheNickmaster21 Oct 7 '13 at 14:35.
- Feb 01, 2016 For the Love of Physics - Walter Lewin - May 16, 2011 - Duration: 1:01:26. Lectures by Walter Lewin. They will make you ♥ Physics. Recommended for you.
Registering for Raw Input
Example 1
In this sample, an application specifies the raw input from game controllers (both game pads and joysticks) and all devices off the telephony usage page except answering machines.
Example 2
In this sample, an application wants raw input from the keyboard and mouse but wants to ignore legacy window messages (which would come from the same keyboard and mouse).
Performing a Standard Read of Raw Input
This sample shows how an application does an unbuffered (or standard) read of raw input from either a keyboard or mouse Human Interface Device (HID) and then prints out various information from the device.
Performing a Buffered Read of Raw Input
This sample shows how an application does a buffered read of raw input from a generic HID.
-->This section describes the different kinds of input devices that can be used in Universal Windows Platform (UWP) games on Windows 10 and Xbox One, demonstrates their basic usage, and recommends patterns and techniques for effective input programming in games.
Note Other kinds of input devices exist and are available to be used in UWP games such as custom input devices that might be genre-specific or game-specific. Such devices and their programming are not discussed in this section. For information on the interfaces used to facilitate custom input devices, see the Windows.Gaming.Input.Custom namespace.
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Gaming input devices
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Game input devices are supported in UWP games and apps for Windows 10 and Xbox One by the Windows.Gaming.Input namespace.
Gamepads
Gamepads are the standard input device on Xbox One and a common choice for Windows gamers when they don't favor a keyboard and mouse. They provide a variety of digital and analog controls making them suitable for almost any kind of game and also provide tactile feedback through embedded vibration motors.
For information on how to use gamepads in your UWP game, see Gamepad and vibration.
Arcade sticks
Arcade sticks are all-digital input devices valued for reproducing the feel of stand-up arcade machines and are the perfect input device for head-to-head-fighting or other arcade-style games.
For information on how to use arcade sticks in your UWP game, see Arcade stick.
Racing wheels
Racing wheels are input devices that resemble the feel of a real racecar cockpit and are the perfect input device for any racing game that features cars or trucks. Many racing wheels are equipped with true force feedback--that is, they can apply actual forces on an axis of control such as the steering wheel--not just simple vibration.
For information on how to use racing wheels in your UWP game, see Racing Wheel and force feedback.
Flight sticks
Flight sticks are gaming input devices that reproduce the feel of flight sticks that would be found in a plane or spaceship's cockpit. They're the perfect input device for quick and accurate control of flight.
For more information on how to use flight sticks in your UWP game, see Flight stick.
Raw game controllers
A raw game controller is a generic representation of a game controller, with inputs found on many different kinds of common game controllers. These inputs are exposed as simple arrays of unnamed buttons, switches, and axes. Using a raw game controller, you can allow customers to create custom input mappings no matter what type of controller they're using.
For more information on how to use raw game controllers in your UWP game, see Raw game controller.
UI navigation controllers
UI Navigation controllers are a logical input device that exists to provide a common vocabulary for UI navigation commands that promotes a consistent user experience across different games and physical input devices. A game's user interface should use the UINavigationController interfaces instead of device-specific interfaces.
For information on how to use UI navigation controllers in your UWP game, see UI navigation controller.
Headsets
Headsets are audio capture and playback devices that are associated with a specific user when connected through their input device. They're commonly used by online games for voice chat but can also be used to enhance immersion or provide gameplay features in both online and offline games.
For information on how to use headsets in your UWP game, see Headset
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Users
Each input device and its connected headset can be associated with a specific user to link their identity to their gameplay. The user identity is also the means by which input from a physical input device is correlated to input from its logical UI navigation controller.
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For information on how to manage users and their input devices, see Tracking users and their devices.