Closed GoogleCodeExporter closed 8 years ago
Accepting.
Original comment by Mike.Popoloski
on 18 Jan 2009 at 7:08
I need this today so I'm going to code it. I'll post the code here when I'm
done.
Original comment by countpri...@gmail.com
on 30 Jan 2009 at 6:20
Oh, sorry about that. If you had let us know you were on time constraints I
would
have been sure to focus on this earlier.
Original comment by Mike.Popoloski
on 31 Jan 2009 at 5:33
Well, I coded up a first pass at it. I confess I'm no managed C++ expert. I did
manage to get everything needed for the ffconst example. The attached zip has
all the
files I used including the program.cs file that mimics the ffconst
functionality.
Things not done:
1. The DICONDITION and DICUSTOMFORCE don't have wrappers yet. I couldn't figure
out
how to do them nicely. With the other three I just use the
Marshal.StructureToPtr.
But that won't work for these two (see the documentation).
2. I don't have any way to view the TypeSpecificParameters structures or data
after
it has been set. I wasn't sure we wanted to expose those structures.
3. I didn't code the EnumEffects method. It seems that you guys write your own
collection wrappers for everything and you wrap the enumerators up as getters
that
return the full list. Anyway, I don't think it would take someone with callback
experience long to code this.
I'm doing some manual copies that probably could be done with marshaling. I
don't
know what your standards on that are. I also wasn't sure what to do on signed
vs.
unsigned ints. I think the attached files could be reviewed and incorporated
into
your standards in short time, though. Some of the files in the zip are new and
some
are the same as the files already in the DirectInput folder. If you drop the zip
files into that folder you should be able to run a diff for a good summary of
the
additions. I'd like the ffconst2 sample to be included in the official samples
for
testing force feedback devices.
Original comment by countpri...@gmail.com
on 5 Feb 2009 at 8:59
Attachments:
Starting work on this finally. Thanks for the work you've done.
Original comment by Mike.Popoloski
on 5 Mar 2009 at 5:20
Will finish by March release.
Original comment by Mike.Popoloski
on 13 Mar 2009 at 4:50
I'm going to push this past the March release. In the process of implementing
effects
I've started refactoring large portions of the DI subsystem. It would be wrong
to try
to rush this in before March.
Original comment by Mike.Popoloski
on 18 Mar 2009 at 2:08
I am also very interested in this feature, as a game I am working on porting
from MDX
had Force Feedback already working, and now I can't use it any more. FF was
traditionally an uninteresting feature of DI since so few gamepads had it, but
now a
lot of the commonly-sold gamepads do, since this is a common feature of console
game
pads.
Any (rough) idea when a version of SlimDX that supports this will be available?
Original comment by chrispa...@gmail.com
on 21 May 2009 at 7:21
Should be done for the June release.
Original comment by Mike.Popoloski
on 22 May 2009 at 3:50
Excellent, thanks!
Original comment by chrispa...@gmail.com
on 22 May 2009 at 3:53
I got most of the major stuff done. If I'm still missing something you need,
open
another issue.
Original comment by Mike.Popoloski
on 23 May 2009 at 9:12
Original issue reported on code.google.com by
countpri...@gmail.com
on 17 Jan 2009 at 4:23