
There are four basics types of Dialog Panes, depending on which
type of control you're trying to program. Within each type, there
are subtypes depending on whether the control is being programmed
to control a DirectX device or to send characters. The four basic
types are:
Axis Dialogs
Button Dialogs
POV Dialogs
Program Settings Dialog
This section covers those items that are common to all dialog types. For
specific information. You should read this section first to get a general
idea of how the Dialog Panes work before going on to dialogs for specific
control types.
Settings Box
At the top of the Dialog Pane is the is an area termed the "Settings Box"
which runs the full width of the pane. It shows the name of the currently
selected control and will contain a checkbox or two depending on the type
of control selected.
Selector Panel
Toward the right end of the Settings Box there is a small box called the
"Selector Panel". It's active for X/Y axes, POVs, and hat switches and is
used to select which particular direction or axis is being programmed when
the selected control is one that has multiple components.
Mode Tabs
Below the Settings Box are the "Mode Tabs". A Control Manager map can
operate in as many as four different modes if desired to increase the number
of functions that can be programmed to any particular control. The "Mode
Tabs" select which of the four possible Modes the function being
programming applies to. See the section on Map Modes for
more information on using Modes.
Control Settings
Below the Mode Tabs is the "Control Settings" area. This is where you
define what action that control will take. These will generally be joystick
axis or joystick button IDs if the control is to be assigned to a Control Manager
Device. They'll be text boxes of one sort or another if the control is
being used to send characters.
Comment Box
All dialogs have a "Comment" box down at the bottom. This can be used to
enter some descriptive text about what the control is programmed to do if
desired.
Dialog Types
There are three basic groups for these dialogs, one for use with
Buttons, one for use with Axes, and one for
use with the POV. Each is covered in detail in the following
sections.
DirectX Mode vs Programmed Mode
Most of the dialogs can be programmed in either "DirectX Mode" or in
"Programmed Mode". While the details vary for each dialog type, the
principles are essentially the same for them all. In general, DirectX Mode
is to be preferred over Programmed Mode since DirectX Mode is normally
faster in operation and, in the case of axes, gives a finer degree of
control. Programmed Mode is more useful in older sims that don't provide
a great deal of button support and its functions are primarily under
keyboard control. It is also useful when multiple commands need to be
sent, or when the command itself is a text string of some sort, perhaps
sending messages to other players in the game.
DirectX Mode
In "DirectX Mode", the control is assigned to operate a control on
one of the Control Manager Devices that will appear in the Windows
Game Controllers Applet. This is the "patch panel" type of operation
that allows you to connect any button or axis on any of your controllers
to a button or axis on a device that Windows will see.
When you assign a control, you normally set a "DirectX Device" and
a "DirectX Control" using the Dialog Pane. The DirectX Device is
specified as a Control Manager Device ID, i.e. "CM Device 1", "CM Device 2",
etc. The Control Manager creates Control Manager Devices for each
CM Device ID referenced.
Exceptions to this rule can arise if you "skip" a Control Manager ID. For
example, if you only assign to "CM Device 1" and "CM Device 3", the controls
will end up on "Control Manager Device 1" and "Control Manager Device 2".
This is because there is nothing assigned to "CM Device 2" and the Control
Manager cannot skip controller IDs, it will always create "Control Manager
Device 1" and "Control Manager Device 2" first. This can occur if a
map is created for something like a FighterStick, ProThrottle, and
ProPedals, and the ProThrottle is subsequently removed.
When you first Add a device to the map, it defaults to DirectX Mode and
the controls are assigned as they would be in Direct Mode, i.e. the
controls on the first controller you add to the map will be assigned
to "CM Device 1" with Button 1 on the controller ending up on Button 1
of "Control Manager Device 1". Simply adding all of your controllers
to the map and downloading it will give you essentially the same thing
that you would have in Direct Mode, the main difference will be that
the device names that show up in the Windows Game Controller will be
Control Manager Devices rather than the actual controller names
(FighterStick, ProThrottle, Yoke LE, etc.).
Programmed Mode
In "Programmed Mode", an axis or button is programmed to send characters
as if they were sent by the keyboard. When a control is set up for
Programmed Mode, there is no corresponding control on any Control Manager
Device in the Windows Game Controllers applet, an axis or button can't
be assigned to operate both at one time.