Is There a Platform-Independent Input Library for Real-Time Applications?

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SUMMARY

The discussion centers on the need for a platform-independent input library for real-time applications, particularly in gaming. DirectX is identified as the primary API for user input on Windows, but its OS-specific nature is a drawback for some developers. The Simple DirectMedia Layer (SDL) is recommended as a more versatile alternative that can effectively replace DirectX for input handling, while OpenGL is noted for its graphics capabilities but does not address input needs. The combination of OpenGL for graphics and SDL for input is suggested as an optimal solution.

PREREQUISITES
  • Familiarity with DirectX for Windows input handling
  • Understanding of OpenGL for graphics rendering
  • Knowledge of SDL (Simple DirectMedia Layer) for cross-platform development
  • Basic concepts of real-time application development
NEXT STEPS
  • Research SDL documentation for input handling capabilities
  • Explore OpenGL integration with SDL for graphics
  • Learn about cross-platform development strategies using SDL
  • Investigate timer resolution techniques in SDL for real-time applications
USEFUL FOR

Game developers, software engineers working on real-time applications, and anyone seeking to implement cross-platform input handling solutions.

Dissident Dan
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The only good way to gather user input in games and other real-time applications in Windows that I know if is to use Direct X. I really hate using OS-specific APIs and libraries. Is there any sort of platform-independent input library out there that does a decent job of giving the programmer access to input devices?
 
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OpenGL in general is pretty solid (and if you wish to go via SDL, then so be it). It's still not as universal as DirectX on windows, but it is common enough that most windows users can't resonably expect to avoid it.
 
LarrrSDonald said:
OpenGL in general is pretty solid (and if you wish to go via SDL, then so be it). It's still not as universal as DirectX on windows, but it is common enough that most windows users can't resonably expect to avoid it.

Unfortunately, OpenGL can only be used to replace the graphics component of DirectX, so it doesn't help here. SDL is much better as a complete replacement for DirectX.
 
Thanks, guys. I'm using opengl and openal for the graphivs and sound, but it looks like I can use e SDL for just about everything else (assuming that the timer has a good-enough resolution).
 

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