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>
39 lines
1.4 KiB
Plaintext
39 lines
1.4 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Name: ActionMap DirectInput Sample
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//
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// Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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Description
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===========
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The ActionMap sample illustrates the use of DirectInput's Action Mapping feature.
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This feature allows you to assign various keys to constants that are kept in
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a queue that the application can read at any time. This sample also shows how
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those mappings can be user configurable.
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Path
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====
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Source: DXSDK\Samples\Multimedia\Vbsamples\DirectInput\ActionMap
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Executable: DXSDK\Samples\Multimedia\vbsamples\DirectInput\Bin
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User's Guide
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============
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None
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Programming Notes
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=================
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ActionMap.cls should not be used unmodified. For the purpose of this sample it will
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query for any and all input devices and does not differentiate where the input is coming
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from. Most applications will want to modify the class to respond to only one given input
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or differentiate the input devices into different players or purposes.
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This sample makes use of common DirectX code (consisting of helper functions,
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etc.) that is shared with other samples on the DirectX SDK. All common
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classes and modules can be found in the following directory:
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DXSDK\Samples\Multimedia\VBSamples\Common
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