An input protocol developed by microsoft in the mid 90's designed to attempt to standardise communication between input devices and games. Direct input has been mostly replaced by XInput for most gaming devices, but Direct input remains fully supported by Microsoft due to the fact that complex devices such as flight sticks and wheels require it due to the more complex and higher number of inputs.
Which I mean there are signs of error exclamation point next to the Bluetooth appear on most CONTROLLERS and when playing some games can play one controller by 2 player in game Because exclusive mode false ... hoe fix exclusive mode with All controllers ?
It is better to show the Xbox hands in the new version and support more than 4 hands.
1 year 11 months ago - 1 year 11 months ago#8by wirenut48
Now will macros be integrated into the mapping? I don't know what you had planned for doing macros but just seems like you have almost everything there in mapping to create them. You would just need to add a function dropdown or header for things like Press/Release, wait, pause, ect.., to insert into the designation mapping. Then for your source selections I suppose you would need something similar to red/green functionality like 1.6 had for combination input triggers.
Asus STRIX X299-E GAMING MB, i7-7820X 3.6/4.5GHz 8-Core, 32GB Corsair Dominator Platinum (CMD16GX4M2B2400C10), NVIDIA TITAN X (Pascal), Samsung 970 Pro 1TB M.2-NVMe w/Western Digital 2TB (WD2000F9YZ), Samsung 65Q9FN QLED, HTC Vive, 850w PS, W10
Mapping is going to be a lot more powerful, with even more power yet to come, but It wont be able to come close to the "do whatever you want" nature macros is going to have. I have been building the framework for macros from the start of this app and the recent additions of global actions and app sensing action actually tap into the same command set that macros will use. Previously macros triggers and actions were massive hard coded sets of IF...THEN statements, now both triggers and actions are all individual entities with self contained logic for determining if it is triggered or not and for the actions self contained logic to perform the action. This coupled with the fact that Input mapper scans all loaded assemblies including plugins for the triggers and actions and dynamically builds the menus to add them rather than there being a hard-coded list means that adding more macros and actions is as simple as just creating the self contained code anywhere in the application or in any plugin and IM will know how to add it to menus and make use of it.
Macros will open things up that most people dont even think about when picking up a controller, Ive personally enjoyed setting my room's smart lights up to change to a "gaming theme" whenever I launch Steam BPM, weird stuff like that.