I’ve been battling with my MS GameInput program lately, and it’s starting to drive me a little crazy. I’ve poured over the guidelines and followed the setup, but for some reason, it’s just not picking up keyboard and mouse inputs the way I expect it to.
Here’s a quick rundown of what my code is doing. I’m initializing the GameInput interface and trying to retrieve the current readings for both the keyboard and the mouse. The idea is pretty straightforward: I want to check if certain keys are pressed or if buttons on the mouse are clicked, but it seems like I’m just getting crickets instead of the expected inputs.
I’ve implemented the loop where I continuously check for key states, particularly looking for the “W” key press (0x57) and to detect left and right mouse clicks. Everything seems fine in theory, but I can’t seem to get any output on the console. I even commented out the MessageBox line because I thought it might be causing issues, but nope—still nothing.
I’m wondering if I’ve missed something fundamental. Is there something I’m not doing right with the way I’m fetching the current readings? At one point, I thought maybe I needed to do a proper initialization for the keyboard and mouse devices before calling `GetCurrentReading`, but the guidelines didn’t specify that. I’ve also checked to make sure all my pointers are initialized properly.
Am I being a bit dense about how I set this up? Like, does the order of operations matter when it comes to getting readings from the GameInput? Or could it be an issue with how I’m handling the state arrays? I saw that I need to use the `GetKeyState` method correctly, and I’m trying to check the return values to ensure that it succeeds, but I feel like I’m just hitting a brick wall here.
Any thoughts or ideas? Has anyone else run into similar issues with this API? I’d love to hear if you figured out what was wrong with your project. Help would be immensely appreciated because I really want to get this sorted out and finally see some output!
Struggling with GameInput? Here are a few thoughts!
It sounds like you’re really putting in the effort to get your GameInput program running! Here are some things to check that might help you out:
GetCurrentReading
, ensure you’re passing in the correct references. If the pointers aren’t valid, it could lead to nothing being captured.GetKeyState
or similar methods return success. If you’re not getting success, investigate further.Finally, don’t hesitate to share snippets of your code if you can! Sometimes, getting a fresh set of eyes on your issue can make all the difference. Good luck, and I hope you get it sorted out soon!
The behavior you’re experiencing typically points toward an initialization or querying issue on device readings. With MS GameInput, the process often involves obtaining the reading from the input device object rather than globally querying. Make sure you’re correctly calling
IGameInputDevice::GetCurrentReading()
for keyboard and mouse specifically, rather than assuming a generalizedGameInputReading
is automatically providing state updates. Ensure you’ve successfully acquired references to both the keyboard and mouse interfaces from your initialized GameInput instance, and verify that you’re explicitly polling for updated readings regularly within your loop—typically each frame—to fetch the latest input correctly.Another critical point to check is the handling and interpretation of state values—remember that reading methods may require explicit checks for return success. Ensure you’re correctly interpreting the returned boolean status from calls like
GetKeyState()
. Additionally, it’s essential to verify that your loop indeed continues running, as any inadvertent error handling or failing condition might silently break your iteration. If you’ve confirmed accurate initialization and polling but still see no output, try explicitly logging or breakpoint-checking the returned values from your input-reading functions to identify whether you’re receiving meaningful states or zero-filled inputs due to an underlying initialization misstep or device reference issue.