RE: [GD-Windows] GetAsyncKeyState / DI
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From: Gareth L. <GL...@cl...> - 2002-11-05 12:32:56
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DI can give you buffered input, which has it's benefits. But DirectInput exists mainly for gamepads/joysticks/other input devices, so that you can have your game treat all input in a consistant manner. > -----Original Message----- > From: Pierre Terdiman [mailto:p.t...@wa...] > Sent: 05 November 2002 12:14 > To: gam...@li... > Subject: [GD-Windows] GetAsyncKeyState / DI > > > Say I have an app that just uses "simple" inputs : > - standard mouse messages > - GetAsyncKeyState() for keys > > i.e. no special devices such as force feedback joysticks, etc > (or even, no > joystick at all) > > Is there any advantages to use DirectInput instead ? What would be the > benefits in my case ? (It looks to me like it wouldn't be > better, but maybe > I'm misssing something) > > Pierre > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |