I try to implement interoperating with unmanaged code and c#.
I've decided to use winmm.dll for this.
There is need for get joystick unique guid and identify devise status (connected or not)
After some investigation i believe that founded out function that should to do it (joyGetDevCapsA). But there is not clear what value should be pass as int id parameter
public static class InputControllerInteroperator
{
private const string WINMM_NATIVE_LIBRARY = "winmm.dll";
private const CallingConvention CALLING_CONVENTION = CallingConvention.StdCall;
[DllImport(WINMM_NATIVE_LIBRARY, CallingConvention = CALLING_CONVENTION), SuppressUnmanagedCodeSecurity]
public static extern int joyGetPosEx(int uJoyID, ref JOYINFOEX pji);
[DllImport(WINMM_NATIVE_LIBRARY, CallingConvention = CALLING_CONVENTION), SuppressUnmanagedCodeSecurity]
public static extern int joyGetPos(int uJoyID, ref JOYINFO pji);
[DllImport(WINMM_NATIVE_LIBRARY, CallingConvention = CALLING_CONVENTION), SuppressUnmanagedCodeSecurity]
public static extern int joyGetNumDevs();
[DllImport(WINMM_NATIVE_LIBRARY, CallingConvention = CALLING_CONVENTION, EntryPoint = "joyGetDevCaps"), SuppressUnmanagedCodeSecurity]
public static extern int joyGetDevCapsA(int id, ref JOYCAPS lpCaps, int uSize);
}
There is not lot information about winmm API for C# thought internet, so if someone have experience please share it.
Q: How can be detected attached or not joystick at current moment and get device unique Guid?
According to the @Hans Passant (https://stackoverflow.com/users/17034/hans-passant) comments below question:
There is no guid, there is no connection state. The specific joystick is identified with a simple uint. 0 is the first joystick, 1 is the second, etc.
It works for me