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Game input devices and event timing ​

What to know ​

Find every place the game reads controls. It may poll a key table during a frame, handle window messages as they arrive, or read a joystick through a timed hardware loop. Record the value the game sees and the frame or command where it sees it.

Host clicks and keys are only a way to drive the original. They may be lost when the window is not foreground, held for too little time, or mapped to the wrong game coordinates. For a port, put the values the game reads into one input record and send them through the same code path on every run.

The input guide lists read sites for keyboards, mice, joysticks, clocks, files and messages. The linked cases cover DirectInput focus, held keys, cursor timing and Wine input.

Code: Apache 2.0. Content: CC0 1.0. No game material: bring your own copy.