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Re: [Adonthell-devel] New input system working & documented
From: |
Kai Sterker |
Subject: |
Re: [Adonthell-devel] New input system working & documented |
Date: |
Thu, 28 Feb 2002 16:31:48 +0100 |
Am 2002.02.28 15:59:35 +0100 schrieb(en) Alexandre Courbot:
> I've just commited the new input system. You can test it with alextest,
> as before.
Sounds cool! Guess I gotta buy a gamepad now :). Can anybody recommend a
pad?
> This time joystick and control events are working. The manager supports
> up to 5 joysticks, with 10 axis and 10 buttons each. The definitions for
> the logical controller will change, as I don't remember exactly what
> James had in mind (and whether the buttons should be named A, B or
> ACTION, RUN, etc...). For now, it supports 4 direction buttons and 4
> action buttons.
> On your joysticks the axis might not be mapped
> the same way as mine however (I've a weirdo "plenty-o-buttons" one), so
> the player might go up when you press left, etc. But feel free to modify
> main.cc to map the keys you like! ;)
Guess the first test for Joel's new gui will be an interface for the
control mapping, then.
> You'll notice that there is a input_manager_SDL.cc file. It contains all
> the input code that is SDL dependant. That is, if we want to support
> another library, we'll just need to write an input_manager_<lib>.cc file
> and link to this one instead. The good news is that the Python wrappers
> won't need to depend on SDL anymore, as we have our own keys/buttons
> enums now.
Good idea. We should probably do that everywhere, where we depend on SDL.
Kai