For example, the following code is typical for a game prompting the user to "press A" on their controller: // This function looks for a gamepad that currently has the "A" button pressed.įor (DWORD index = 0 index GetCurrentReading(GameInputKindGamepad, nullptr, &reading))) Games will often remember the user index so they don't have to loop the next time. In XInput, most games loop through the user indices until one is found with a connected device, then state is read from that device. For more information, see the Interfaces section of the GameInput fundamentals topic. Only a basic understanding of reference counting is required to use these interfaces. It's important to understand that although these interfaces may look like COM, they aren't. In practice, this doesn't complicate code that uses the GameInput API, doesn't impact performance, and has some advantages that become apparent once you become more familiar with how GameInput works. GameInput, on the other hand, is C++ and uses interfaces (just like the graphics and audio APIs). The XInput API is a collection of flat C functions. The key differences between XInput and GameInput are discussed in the following sections. This is because GameInput was heavily influenced by XInput's simple (and easy to use) programming model, and therefore, many XInput APIs map 1:1 with equivalent functions in GameInput. You can monitor what udev is doing with udevadm monitor.Porting from XInput to GameInput is the least complicated of any of the legacy APIs. I'm not sure how this works for a fixed device, as usually for usb devices you can simply unplug it and plug it in again, so you may need to reboot. You can then try to trigger a change of the device: $ sudo udevadm trigger -action=change /dev/input/event4 Normally the change to a file should be noticed automatically by udev, but if not do sudo udevadm control -reload. The E: prefix means this variable is set in the udev environment, so in a udev rule you should say you want to match ENV="" Typically this is a usb vendor and product id (as in the ID_SERIAL above). You now have to find something that will uniquely identify your device. I have not tried the following, so use it as a guide to explore rather than a definitive solution.įirst, list the udev info for the event device that is the keyboard, eg: $ udevadm info /dev/input/event4 You must leave this program running all the time.Ī more difficult way to disable the device is by adding a udev rule for it that sets ID_INPUT to empty, so that libinput will ignore it. $ sudo evtest -grab /dev/input/event4 >/dev/null Then events are delivered to the test program, and no longer pass through to the graphics server. Or is there a possibility to simply ignore the group 9?Ī quick and dirty way to disable the keyboard may be to use evtest to grab it. I read that in order to have a device ignored, the capabilities can be removed from it ( ). Rapoo E6100 is the working keyboard and AT Translated Set 2 keyboard is the broken, on-board keyboard. When I Iist my devices with sudo libinput list-devices, I get: On the new version of Ubuntu (17.10) this isn't working anymore due to the update to wayland. Therefore, I wrote a script which would disable the on-board keyboard with xinput float ID. My laptop's keyboard isn't working anymore.
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