Mercurial > sdl-ios-xcode
view docs/html/guidebasicsinit.html @ 937:1e6366bde299
Date: Tue, 27 Jul 2004 17:14:00 +0200
From: "Eckhard Stolberg"
Subject: Controller names in SDL for Windows
I'm working on an Atari 2600 emulator for different systems that uses
the SDL. Some time ago someone created an adaptor that lets you use
your old Atari controllers with your computer through the USB port.
Some of the Atari controllers require special handling by the emulator,
so it would be nice, if it would be possible to detect if any of the
controllers connected to the computer is this adaptor.
SDL would allow that with the SDL_JoystickName function, but unfortunately
it doesn't work properly on Windows. On Linux and MacOSX this function
returns the name of the controller, but on Windows you'll only get the
name of the joystick driver. Most joysticks nowadays use the generic
Microsoft driver, so they all return the same name.
In an old MSDN article
(http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp)
Microsoft describes how to read out the OEM controller names from the registry.
I have implemented this for the SDL controller handler on Windows,
and now reading the joystick name works properly there too.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 21 Aug 2004 03:45:58 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >Initializing SDL</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="The Basics" HREF="guidethebasics.html"><LINK REL="PREVIOUS" TITLE="The Basics" HREF="guidethebasics.html"><LINK REL="NEXT" TITLE="Graphics and Video" HREF="guidevideo.html"></HEAD ><BODY CLASS="SECT1" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="guidethebasics.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Chapter 1. The Basics</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="guidevideo.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="SECT1" ><H1 CLASS="SECT1" ><A NAME="GUIDEBASICSINIT" ></A >Initializing SDL</H1 ><P >SDL is composed of eight subsystems - Audio, CDROM, Event Handling, File I/O, Joystick Handling, Threading, Timers and Video. Before you can use any of these subsystems they must be initialized by calling <A HREF="sdlinit.html" ><TT CLASS="FUNCTION" >SDL_Init</TT ></A > (or <A HREF="sdlinitsubsystem.html" ><TT CLASS="FUNCTION" >SDL_InitSubSystem</TT ></A >). <TT CLASS="FUNCTION" >SDL_Init</TT > must be called before any other SDL function. It automatically initializes the Event Handling, File I/O and Threading subsystems and it takes a parameter specifying which other subsystems to initialize. So, to initialize the default subsystems and the Video subsystems you would call: <PRE CLASS="PROGRAMLISTING" > SDL_Init ( SDL_INIT_VIDEO );</PRE > To initialize the default subsystems, the Video subsystem and the Timers subsystem you would call: <PRE CLASS="PROGRAMLISTING" > SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER );</PRE ></P ><P ><TT CLASS="FUNCTION" >SDL_Init</TT > is complemented by <A HREF="sdlquit.html" ><TT CLASS="FUNCTION" >SDL_Quit</TT ></A > (and <A HREF="sdlquitsubsystem.html" ><TT CLASS="FUNCTION" >SDL_QuitSubSystem</TT ></A >). <TT CLASS="FUNCTION" >SDL_Quit</TT > shuts down all subsystems, including the default ones. It should always be called before a SDL application exits.</P ><P >With <TT CLASS="FUNCTION" >SDL_Init</TT > and <TT CLASS="FUNCTION" >SDL_Quit</TT > firmly embedded in your programmers toolkit you can write your first and most basic SDL application. However, we must be prepare to handle errors. Many SDL functions return a value and indicates whether the function has succeeded or failed, <TT CLASS="FUNCTION" >SDL_Init</TT >, for instance, returns -1 if it could not initialize a subsystem. SDL provides a useful facility that allows you to determine exactly what the problem was, every time an error occurs within SDL an error message is stored which can be retrieved using <TT CLASS="FUNCTION" >SDL_GetError</TT >. Use this often, you can never know too much about an error.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN60" ></A ><P ><B >Example 1-1. Initializing SDL</B ></P ><PRE CLASS="PROGRAMLISTING" >#include "SDL.h" /* All SDL App's need this */ #include <stdio.h> int main(int argc, char *argv[]) { printf("Initializing SDL.\n"); /* Initialize defaults, Video and Audio */ if((SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO)==-1)) { printf("Could not initialize SDL: %s.\n", SDL_GetError()); exit(-1); } printf("SDL initialized.\n"); printf("Quiting SDL.\n"); /* Shutdown all subsystems */ SDL_Quit(); printf("Quiting....\n"); exit(0); } </PRE ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="guidethebasics.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="guidevideo.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >The Basics</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="guidethebasics.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Graphics and Video</TD ></TR ></TABLE ></DIV ></BODY ></HTML >