Really?
I was going down the DirectInput path, so I didn't have to stuff around with supplying DX redists and the likes. I might have to reconsider.
I notice if I go with DirectInput the following features will not work on the 360 controller.
MSDN wrote:The Xbox 360 Controller is properly enumerated on DirectInput, and can be used with the DirectInputAPIs. However, some functionality provided by XInput will be missing from the DirectInput implementation:
•The left and right trigger buttons will act as a single button, not independently
•The vibration effects will not be available
•Querying for headset devices will not be available
I cant see myself using the vibration effects (maybe I would), the trigger buttons would be nice to have independently, I wont ever use the headset function.
Hmmm, what do I do.
[edit]
Man, you have got me thinking.
I am currently working off the DirectX Summer 2004 SDK on Visual Studio.net 2003 (yes, I got Ogre running under that, after lots of fiddling

).
So, do I continue with this SDK and be able to ship a single executable with no addtional dependencies, that will run on a clean install of XP and above (yep, I have tested this! No VC runtimes, no DX redists).
Or...
Do I embrace the times and ship a lean exe with a shitload of dll's, runtimes, etc?
[edit 2]
I also noticed this...
Wikipedia wrote:As of 2011 XInput is for Xbox 360 controllers, while DirectInput is for any controller.
So, does this mean if I go with the latest DX SDK, no controller will work unless it is an XBOX controller?