Microsoft DirectX 8.1 (C++) |
Next, each game action should be assigned to at least one virtual control or device object. These controls are defined as action-mapping constants and are defined by genre and subgenre. In this case, the best choice is the Space Combat subgenre of the flight-games genre. This subgenre makes the following constants available.
Priority 1 Controls
DIAXIS_SPACESIM_LATERAL
DIAXIS_SPACESIM_MOVE
DIAXIS_SPACESIM_THROTTLE
DIBUTTON_SPACESIM_FIRE
DIBUTTON_SPACESIM_MENU
DIBUTTON_SPACESIM_TARGET
DIBUTTON_SPACESIM_WEAPONS
Priority 2 Controls
DIAXIS_SPACESIM_CLIMB
DIAXIS_SPACESIM_ROTATE
DIBUTTON_SPACESIM_BACKWARD_LINK
DIBUTTON_SPACESIM_DEVICE DIBUTTON_SPACESIM_DISPLAY
DIBUTTON_SPACESIM_FASTER_LINK
DIBUTTON_SPACESIM_FIRESECONDARY
DIBUTTON_SPACESIM_FORWARD_LINK
DIBUTTON_SPACESIM_GEAR
DIBUTTON_SPACESIM_GLANCE_DOWN_LINK
DIBUTTON_SPACESIM_GLANCE_LEFT_LINK
DIBUTTON_SPACESIM_GLANCE_RIGHT_LINK
DIBUTTON_SPACESIM_GLANCE_UP_LINK
DIBUTTON_SPACESIM_LEFT_LINK DIBUTTON_SPACESIM_LOWER
DIBUTTON_SPACESIM_PAUSE DIBUTTON_SPACESIM_RAISE
DIBUTTON_SPACESIM_RIGHT_LINK
DIBUTTON_SPACESIM_SLOWER_LINK
DIBUTTON_SPACESIM_TURN_LEFT_LINK
DIBUTTON_SPACESIM_TURN_RIGHT_LINK
DIBUTTON_SPACESIM_VIEW
DIHATSWITCH_SPACESIM_GLANCE
Priority 1 controls are those controls that, at the minimum, should be mapped to a device object if possible. Priority 2 controls are less critical to basic game operation and may be mapped as needed.
Game actions are assigned to action-mapping constant controls in an array of DIACTION structures. Each DIACTION structure contains at least one game action, its associated action-mapping constant, any necessary flags, and either a friendly name or ID string for the action. The remaining DIACTION members are not used at this point. The following code sample shows definition of the array of DIACTION structures.
#define NUMBER_OF_ACTIONS 18 DIACTION g_rgGameAction[NUMBER_OF_ACTIONS] = { // Device input pre-defined by DInput, according to genre {INPUT_LEFTRIGHT_AXIS, DIAXIS_SPACESIM_LATERAL, 0, "Turn",}, {INPUT_UPDOWN_AXIS, DIAXIS_SPACESIM_MOVE, 0, "Move",}, {INPUT_FIREWEAPONS, DIBUTTON_SPACESIM_FIRE, 0, "Shoot",}, {INPUT_ENABLESHIELD, DIBUTTON_SPACESIM_GEAR, 0, "Shield",}, {INPUT_DISPLAYGAMEMENU, DIBUTTON_SPACESIM_DISPLAY, 0, "Display",}, {INPUT_QUITGAME, DIBUTTON_SPACESIM_MENU, 0, "Quit Game",}, // Keyboard input mappings {INPUT_TURNLEFT, DIKEYBOARD_LEFT, 0, "Turn left", }, {INPUT_TURNRIGHT, DIKEYBOARD_RIGHT, 0, "Turn right", }, {INPUT_FORWARDTHRUST, DIKEYBOARD_UP, 0, "Forward thrust", }, {INPUT_REVERSETHRUST, DIKEYBOARD_DOWN, 0, "Reverse thrust", }, {INPUT_FIREWEAPONS, DIKEYBOARD_F, 0, "Fire weapons", }, {INPUT_ENABLESHIELD, DIKEYBOARD_S, 0, "Enable shields", }, {INPUT_DISPLAYGAMEMENU, DIKEYBOARD_D, DIA_APPFIXED, "Display game menu"), }, {INPUT_QUITGAME, DIKEYBOARD_ESCAPE, DIA_APPFIXED, "Quit game", }, // Mouse input mappings {INPUT_LEFTRIGHT_AXIS, DIMOUSE_XAXIS, 0, "Turn", }, {INPUT_UPDOWN_AXIS, DIMOUSE_YAXIS, 0, "Move", }, {INPUT_FIREWEAPONS, DIMOUSE_BUTTON0, 0, "Fire weapons", }, {INPUT_ENABLESHIELD, DIMOUSE_BUTTON1, 0, "Enable shields", }, };
A DIACTIONFORMAT structure is then initialized to contain the DIACTION array g_rgGameAction defined above. The DIACTIONFORMAT structure also defines the genre, buffer size, axis scaling, and a friendly name for the action map. The g_AppGuid value is a GUID defined in the application to identify the action map. For more information on creating GUIDs, see Using GUIDS.
DIACTIONFORMAT diaf; diaf.dwSize = sizeof(DIACTIONFORMAT); diaf.dwActionSize = sizeof(DIACTION); diaf.dwDataSize = NUMBER_OF_ACTIONS * sizeof(DWORD); diaf.dwNumActions = NUMBER_OF_ACTIONS; diaf.guidActionMap = g_AppGuid; diaf.dwGenre = DIVIRTUAL_SPACESIM; diaf.rgoAction = g_rgGameAction; diaf.dwBufferSize = 16; diaf.lAxisMin = -100; diaf.lAxisMax = 100; diaf.tszActionMap = "DI Test";
This DIACTIONFORMAT structure is matched against enumerated devices to find the best match in Step 3: Mapping Actions to Devices.