view docs/html/joystick.html @ 1982:3b4ce57c6215

First shot at new audio data types (int32 and float32). Notable changes: - Converters between types are autogenerated. Instead of making multiple passes over the data with seperate filters for endianess, size, signedness, etc, converting between data types is always one specialized filter. This simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases with the new types, and makes the actually conversions more CPU cache friendly. Left a stub for adding specific optimized versions of these routines (SSE/MMX/Altivec, assembler, etc) - Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This does not need to be run unless tweaking the code, and thus doesn't need integration into the build system. - Went through all the drivers and tried to weed out all the "Uint16" references that are better specified with the new SDL_AudioFormat typedef. - Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them with new SDL_AUDIO_* macros. - Added initial float32 and int32 support code. Theoretically, existing drivers will push these through converters to get the data they want to feed to the hardware. Still TODO: - Optimize and debug new converters. - Update the CoreAudio backend to accept float32 data directly. - Other backends, too? - SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files (both of which exist and can be generated by 'sox' for testing purposes). - Update the mixer to handle new datatypes. - Optionally update SDL_sound and SDL_mixer, etc.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 24 Aug 2006 12:10:46 +0000
parents 355632dca928
children
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><DIV
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><H1
><A
NAME="JOYSTICK"
></A
>Chapter 9. Joystick</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlnumjoysticks.html"
>SDL_NumJoysticks</A
>&nbsp;--&nbsp;Count available joysticks.</DT
><DT
><A
HREF="sdljoystickname.html"
>SDL_JoystickName</A
>&nbsp;--&nbsp;Get joystick name.</DT
><DT
><A
HREF="sdljoystickopen.html"
>SDL_JoystickOpen</A
>&nbsp;--&nbsp;Opens a joystick for use.</DT
><DT
><A
HREF="sdljoystickopened.html"
>SDL_JoystickOpened</A
>&nbsp;--&nbsp;Determine if a joystick has been opened</DT
><DT
><A
HREF="sdljoystickindex.html"
>SDL_JoystickIndex</A
>&nbsp;--&nbsp;Get the index of an SDL_Joystick.</DT
><DT
><A
HREF="sdljoysticknumaxes.html"
>SDL_JoystickNumAxes</A
>&nbsp;--&nbsp;Get the number of joystick axes</DT
><DT
><A
HREF="sdljoysticknumballs.html"
>SDL_JoystickNumBalls</A
>&nbsp;--&nbsp;Get the number of joystick trackballs</DT
><DT
><A
HREF="sdljoysticknumhats.html"
>SDL_JoystickNumHats</A
>&nbsp;--&nbsp;Get the number of joystick hats</DT
><DT
><A
HREF="sdljoysticknumbuttons.html"
>SDL_JoystickNumButtons</A
>&nbsp;--&nbsp;Get the number of joysitck buttons</DT
><DT
><A
HREF="sdljoystickupdate.html"
>SDL_JoystickUpdate</A
>&nbsp;--&nbsp;Updates the state of all joysticks</DT
><DT
><A
HREF="sdljoystickgetaxis.html"
>SDL_JoystickGetAxis</A
>&nbsp;--&nbsp;Get the current state of an axis</DT
><DT
><A
HREF="sdljoystickgethat.html"
>SDL_JoystickGetHat</A
>&nbsp;--&nbsp;Get the current state of a joystick hat</DT
><DT
><A
HREF="sdljoystickgetbutton.html"
>SDL_JoystickGetButton</A
>&nbsp;--&nbsp;Get the current state of a given button on a given joystick</DT
><DT
><A
HREF="sdljoystickgetball.html"
>SDL_JoystickGetBall</A
>&nbsp;--&nbsp;Get relative trackball motion</DT
><DT
><A
HREF="sdljoystickclose.html"
>SDL_JoystickClose</A
>&nbsp;--&nbsp;Closes a previously opened joystick</DT
></DL
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><P
>Joysticks, and other similar input devices, have a very strong role in game playing and SDL provides comprehensive support for them. Axes, Buttons, POV Hats and trackballs are all supported.</P
><P
>Joystick support is initialized by passed the <TT
CLASS="LITERAL"
>SDL_INIT_JOYSTICK</TT
> flag to <A
HREF="sdlinit.html"
><TT
CLASS="FUNCTION"
>SDL_Init</TT
></A
>. Once initilized joysticks must be opened using <A
HREF="sdljoystickopen.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickOpen</TT
></A
>.</P
><P
>While using the functions describe in this secton may seem like the best way to access and read from joysticks, in most cases they aren't. Ideally joysticks should be read using the <A
HREF="event.html"
>event</A
> system. To enable this, you must set the joystick event processing state with <A
HREF="sdljoystickeventstate.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickEventState</TT
></A
>. Joysticks must be <A
HREF="sdljoystickopen.html"
>opened</A
> before they can be used of course.</P
><DIV
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><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>If you are <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>not</I
></SPAN
> handling the joystick via the event queue then you must explicitly request a joystick update by calling <A
HREF="sdljoystickupdate.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickUpdate</TT
></A
>.</P
></BLOCKQUOTE
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><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>Force Feedback is not yet support. Sam (slouken@libsdl.org) is soliciting suggestions from people with force-feedback experience on the best wat to desgin the API.</P
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