Displays property pages for connected input devices and enables the user to map actions to device controls.
HRESULT ConfigureDevices( LPDICONFIGUREDEVICESCALLBACK lpdiCallback, LPDICONFIGUREDEVICESPARAMS lpdiCDParams, DWORD dwFlags, LPVOID pvRefData );
If the method succeeds, the return value is DI_OK. If the method fails, the return value can be one of the following: DIERR_INVALIDPARAM, DIERR_OUTOFMEMORY.
IDirectInput8::ConfigureDevices was designed to work in the Direct3D 8.x environment.
Hardware vendors provide bitmaps and other display information for their device.
Before calling the method, an application can modify the text labels associated with each action by changing the value in the lptszActionName member of the DIACTION structure.
Configuration is stored for each user of each device for each game. The information can be retrieved by the IDirectInputDevice8::BuildActionMap method.
By default, acceleration is supported for these pixel formats:
16-bit pixel format with 5 bits reserved for each color and 1 bit reserved for alpha (transparent texel).
32-bit ARGB pixel format with alpha.
24-bit RGB pixel format.
16-bit pixel format with 5 bits reserved for each color.
32-bit RGB pixel format with 8 bits reserved for each color.
Other formats will result in color conversion and dramatically slow the frame rate.
Note Even if the cooperative level for the application is disabling the Windows logo key passively through an exclusive cooperative level or actively through use of the DISCL_NOWINKEY flag, that key will be active while the default action mapping user interface (UI) is displayed.
Header: Declared in Dinput.h.