Files
Client/Library/dxx8/samples/Multimedia/DirectInput/DIConfig
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00
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2025-11-29 16:24:34 +09:00
2025-11-29 16:24:34 +09:00
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2025-11-29 16:24:34 +09:00

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//-----------------------------------------------------------------------------
// 
// Sample Name: DIConfig 
// 
// Copyright (c) 2000 Microsoft Corporation. All rights reserved.
// 
//-----------------------------------------------------------------------------


Description
===========
  The DIConfig code demonstrates the implementation of a configuration 
  user interface based upon the DirectInput Mapper technology. This 
  sample code is *very* complex, and is intended to be taken as a
  reference implementation more than a learning tool. 

Path
====
  Source: DXSDK\Samples\Multimedia\DInput\DIConfig

  Executable: DXSDK\Samples\Multimedia\DInput\Bin

User's Guide
============
  Not applicable. This is not a sample usable by end-users. 
  

Programming Notes
=================
  This code generates a binary called diconfig.dll, which contains all 
  of the functionality used in the default Mapper UI. This code is very 
  complex and is intended as a reference implementation of a 
  DirectInput-based configuration user interface. 

  Please review the comments within the code itself for documentation
  on this sample. The following major features are supported in this 
  sample:
    Display of device images.  
    Display and reconfiguration of devices.
    Support for multiple device views, to illustrate alternate viewing 
     angles.
    Support for control activation overlays.
    Use of the GetImageInfo method.
    Device "ownership" for multi-user applications (same machine).
    Persistence of user settings by way of SetActionMap.