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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
45 lines
1.5 KiB
Plaintext
45 lines
1.5 KiB
Plaintext
//-----------------------------------------------------------------------------
|
||
//
|
||
// 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. |