Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_JoystickOpen.3 @ 2268:4baee598306d
Date: Thu, 05 Jul 2007 14:02:33 -0700
From: Sam Lantinga
Subject: SDL 1.3 keyboard plan
After lots of discussion with Christian, this is what we came up with:
> So, to sum up...
> SDLK_* become the physical keys, starting at > (1<<21)
> We create a macro SDLK_INDEX(X)
> We have two functions SDL_GetLayoutKey(SDLKey) and SDL_GetKeyName()
> SDL_GetLayoutKey maps to UCS4 for printable characters, and SDLK* for
non-printable characters
> and does so based on the OS's current keyboard layout
> SDL_GetKeyName() handles both SDLK_* and UCS4, converting UCS4 to UTF-8 and
converting SDLK_* into our names, which are UTF-8 for printable characters.
> WASD folks use SDLK_*, and 'I' folks use SDL_GetLayoutKey(SDLK_*)
Here is the patch he came up with, and his e-mail about it:
Date: Fri, 17 Aug 2007 19:50:28 +0200
From: Christian Walther
Subject: Re: SDL 1.3 keyboard plan
> Sounds great, go ahead and send me a patch.
Here goes! Thanks for having a look. Don't hesitate to comment if
anything does not conform to your ideas.
One caveat: Committing this now may break compilability of some video
drivers - specifically, if they use any of the SDLK_* codes that were
obsoleted and moved into SDL_compat.h. I only tried Cocoa (which did
break, but is already fixed) and X11 (which didn't, but then its key
handling is #iffed out). If that's a problem, it may need to go into
a branch.
-Christian
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 19 Aug 2007 14:52:52 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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1 .TH "SDL_JoystickOpen" "3" "Tue 11 Sep 2001, 23:00" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_JoystickOpen\- Opens a joystick for use\&. | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBSDL_Joystick *\fBSDL_JoystickOpen\fP\fR(\fBint index\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 Opens a joystick for use within SDL\&. The \fBindex\fR refers to the N\&'th joystick in the system\&. A joystick must be opened before it game be used\&. | |
12 .SH "RETURN VALUE" | |
13 .PP | |
14 Returns a \fBSDL_Joystick\fR structure on success\&. \fBNULL\fR on failure\&. | |
15 .SH "EXAMPLES" | |
16 .PP | |
17 .PP | |
18 .nf | |
19 \f(CWSDL_Joystick *joy; | |
20 // Check for joystick | |
21 if(SDL_NumJoysticks()>0){ | |
22 // Open joystick | |
23 joy=SDL_JoystickOpen(0); | |
24 | |
25 if(joy) | |
26 { | |
27 printf("Opened Joystick 0 | |
28 "); | |
29 printf("Name: %s | |
30 ", SDL_JoystickName(0)); | |
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31 printf("Number of Axes: %d |
0 | 32 ", SDL_JoystickNumAxes(joy)); |
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33 printf("Number of Buttons: %d |
0 | 34 ", SDL_JoystickNumButtons(joy)); |
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35 printf("Number of Balls: %d |
0 | 36 ", SDL_JoystickNumBalls(joy)); |
37 } | |
38 else | |
39 printf("Couldn\&'t open Joystick 0 | |
40 "); | |
41 | |
42 // Close if opened | |
43 if(SDL_JoystickOpened(0)) | |
44 SDL_JoystickClose(joy); | |
45 }\fR | |
46 .fi | |
47 .PP | |
48 .SH "SEE ALSO" | |
49 .PP | |
50 \fI\fBSDL_JoystickClose\fP\fR | |
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parents:
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51 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:00 |