IDirectInput8::ConfigureDevices

DirectX8

Microsoft DirectX 8.1 (C++)

IDirectInput8::ConfigureDevices

Displays property pages for connected input devices and enables the user to map actions to device controls.

HRESULT IDirectInput8::ConfigureDevices(
   LPDICONFIGUREDEVICESCALLBACK lpdiCallback,
   LPDICONFIGUREDEVICESPARAMS   lpdiCDParams,
   DWORD  dwFlags,
   LPVOID pvRefData
);

Parameters

lpdiCallback
Address of a callback function to be called each time the contents of the surface change. See DIConfigureDevicesCallback. Pass NULL if the application does not handle the display of the property sheet. In this case, Microsoft® DirectInput® displays the property sheet and returns control to the application when the user closes the property sheet. If you supply a callback pointer, you must also supply a valid surface pointer in the lpUnkDDSTarget member of the DICONFIGUREDEVICESPARAMS structure.
lpdiCDParams
Address of a DICONFIGUREDEVICESPARAMS structure that contains information about users and genres for the game, as well as information about how the user interface is displayed.
dwFlags
DWORD value that specifies the mode in which the control panel should be invoked. DwFlags must be one of the following values.
DICD_DEFAULT
Open the property sheet in view-only mode.
DICD_EDIT
Open the property sheet in edit mode. This mode enables the user to change action-to-control mappings. After the call returns, the application should assume current devices are no longer valid, release all device interfaces, and reinitialize them by calling IDirectInput8::EnumDevicesBySemantics.
pvRefData
Application-defined value to pass to the callback function.

Return Values

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

Remarks

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:

A1R5G5B5
16-bit pixel format with 5 bits reserved for each color and 1 bit reserved for alpha (transparent texel).
A8R8G8B8
32-bit ARGB pixel format with alpha.
R9G8B8
24-bit RGB pixel format.
X1R5G5B5
16-bit pixel format with 5 bits reserved for each color.
X8R8G8B8
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 Microsoft 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 UI is displayed.

Requirements

  Windows NT/2000/XP: Requires Windows® 2000.
  Windows 98/Me: Requires Windows 98 or later. Available as a redistributable for Windows 98.
  Header: Declared in Dinput.h.