Legal Information
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Introducing DirectX 6.1
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DirectX Foundation
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DirectDraw
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DirectSound
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DirectMusic
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Direct3D Immediate Mode
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DirectInput
About DirectInput
Why Use DirectInput?
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DirectInput Architecture
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DirectInput Essentials
DirectInput Device Enumeration
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DirectInput Devices
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DirectInput Device Data
Buffered and Immediate Data
Time Stamps and Sequence Numbers
Polling and Events
Relative and Absolute Axis Coordinates
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Mouse Data
Immediate Mouse Data
Buffered Mouse Data
Interpreting Mouse Axis Data
Checking for Lost Mouse Input
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Keyboard Data
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Joystick Data
Output Data
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Force Feedback
Designing for Previous Versions of DirectInput
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DirectInput Tutorials
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DirectInput Reference
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DirectInput Samples
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DirectSetup
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AutoPlay
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Glossary
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DirectX Media