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Date: Sun, 1 Jun 2003 15:38:45 -0700 (PDT)
From: Jeff Brown <jabrown@caida.org>
Subject: [patch] SDL-1.2.5 + FreeBSD joystick axes, hat fixes
Hello again! When I sent in some SDL fixes last December, I found out
they'd already been fixed in the CVS version. This time, I checked the
repository before bugging you. =)
I'm using SDL-1.2.5 on a FreeBSD 4.6.2-RELEASE system, and in the course
of getting my multi-analog-axis USB controller (with a hat switch!)
working with d2x-sdl -- the SDL port of the Descent 2 engine -- I came
across a few problems:
1) The second analog stick is reported as a slider in one direction, and
"Rz" in the other. SDL was ignoring the Rz axis, so I added Rx/Ry/Rz to
the set of things SDL considers to be axes.
2) After the above change, the set of JOYAXE_* axes for my gamepad was
{0,1,3,7}; however, d2x-sdl expects the axes to be contiguously numbered
from 0, which seems like a pretty reasonable expectation, rather than
having to scan the entire space of axes that SDL may or may not have.
So, I added a table lookup which maps the JOYAXE_* axis numbers to 0,1,...
in the order they're detected by SDL_SYS_JoystickOpen(), when reporting
them to the application. I also added a function "usage_to_joyaxe()"
which maps the USB HUG_* usage values to JOYAXE_values, since the repeated
case statements testing for HUG_* were getting out of hand.
3) The BSD joystick driver had no hat support, so I added it. It looks
like our USB library can only support one hat switch per device, which
makes life easy.
The patch against SDL-1.2.5 which implements these changes is at:
http://www.caida.org/~jabrown/patches/sdl-1.2.5-bsdhat.diff
After applying, SDL's "testjoystick" reports all activity from my gamepad
correctly, and d2x works too (though it needed some other fixes).
Moving on...
There is also a problem with slightly different USBHID library interfaces
on different versions of FreeBSD. I wasn't going to mention this since the
FreeBSD port for SDL-1.2.5 (and not SDL itself) was doing the FreeBSD
version-specific patching, so I e-mailed the port maintainer with this
change. However, I see that you've incorporated the FreeBSD
version-checking stuff into the CVS version of SDL, so now it's relevant
for you too.
The problem is, the FreeBSD #if tests don't work right for FreeBSD
4.6.2-RELEASE. There may be other versions with this problem, but I've
only tested 4.6.2-R. The following patch against your latest CVS version
fixes this:
--- SDL_sysjoystick.c-1.16 Tue Apr 15 09:02:08 2003
+++ SDL_sysjoystick.c Sun Jun 1 15:10:28 2003
@@ -420,6 +420,8 @@
# else
len = hid_report_size(rd, repinfo[repind].kind, r->rid);
# endif
+# elif (__FreeBSD_version == 460002)
+ len = hid_report_size(rd, r->rid, repinfo[repind].kind);
# else
len = hid_report_size(rd, repinfo[repind].kind, &r->rid);
#endif
I hope this is all useful to you. I've been getting myself dizzy playing
Descent 2 with it, all morning!
-Jeff Brown
P.S. My USB controller is a Thrustmaster Firestorm Dual Analog 2. That's
probably irrelevant, but I threw it in for completeness.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 02 Jun 2003 14:50:22 +0000 |
parents | 25f475cd4981 |
children | de622b7108bf |
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <title>Building SDL with Borland's C++ compilers</title> <meta name="author" content="David Snopek and updated by Dominique Louis."> </head> <body> <xevol @newtonave.net=""> </xevol> <h1>Building SDL with Borland's C++ compilers. </h1> <b> by <a href="mailto:xevol@users.sourceforge.net"> David Snopek</a></b> and updated by <b><a href="mailto:Dominique@SavageSoftware.com.au">Dominique Louis</a></b>.<br> <br> These instructions cover how to compile SDL and its included test programs using either Borland <a href="#bcbwin">C++ Builder 5, 6 for Windows</a>, <a href="#k3">C++ Builder for Linux ( AKA Kylix 3 )</a> or the free <a href="#bccc">Borland C++ command-line compiler</a>. <br> <h3> <b> Extract the files </b> </h3> <p> Unzip the Borland.zip archive into <b>this</b> directory. Do not unzip it into any other directory because the makefiles ( *.mak ) and project files ( *.bpr ) use relative paths to refer to the SDL sources. This should create a directory named "Borland" inside of the top level SDL source directory. </p> <h3> <b><a name="bcbwin"></a> Using Borland C++ Builder 5, 6 for Windows </b> </h3> <p> Inside of the "Borland" directory there is a "bcb6" directory that contains a number of Builder project files. Double-click on the "libSDL.bpg" file icon. Once Builder has started click on the "<u>P</u>rojects" menu on the menu-bar and go down to "B<u>u</u>ild All Projects" option. <br> This will proceed to build SDL ( with Borland's calling convention ), SDLmain, and all the <a href="#tests">test programs</a>. Currently, all the <a href="#tests">test programs</a> are dynamically linked to Sam Lantinga's SDL.dll.</p> <p><b>NOTE :</b> Borland's "lib" format and Microsoft's "lib" format are incompatible. <br> If you wish to dynamically link to the SDL library supplied by Sam Lantinga in each release, I have created the correct *.libs for SDL 1.2.4 and they exist in the "/lib" directory.<br> If you would like to create the *.lib files yourself, you will need to make use of Borland's "implib.exe" utility.<br> </p> <p><tt>IMPLIB</tt> works like this: </p> <pre> IMPLIB (destination lib name) (source dll)<br></pre> <p> For example,</p> <pre> IMPLIB SDL.lib SDL.dll<br></pre> <p>This assumes that SDL.dll was compiled with Visual C++ or similar.<br> </p> <p>To learn more about the difference between Borland's and Microsoft's *.lib format please read the article <a href="http://www.bcbdev.com/articles/vcdll.htm">here</a>.<br> </p> <p> <b><br> NOTE :</b> The C++ Builder for Windows project format, is not compatible with the Kylix 3 project format, hence the reason why they are in separate directories.</p> <h3> <b><a name="bccc"></a> Using the free Borland C++ command-line compiler </b> </h3> <p> The free Borland compiler can be downloaded at no charge from <a href="http://www.borland.com/bcppbuilder/freecompiler/"> the Borland website </a>. Make sure that it is installed and properly configured. </p> <p> Open an MS-DOS Prompt. Change to the "Borland\freebcc" directory under the SDL source directory. Type "make -f SDL.mak" to build SDL and "make -f SDLmain.mak". There are also makefiles for all of the <a href="#tests">test programs</a>, if you wish to build them. </p> <h3> <b> Output files </b> </h3> No matter which compiler you used, three important files should have been produced: <ul> <li> SDL.dll ( Borland format ) </li> <li> SDL.lib ( Borland format ) </li> <li> SDLmain.lib ( Borland format ) </li> </ul> Both of the *.lib files will need to be added to all the projects that use SDL and SDL.dll must be placed some where the Windows dynamic linker can find it (either in your project directory or on the system path, C:\WINDOWS\SYSTEM). <h3> <b><a name="k3"></a> Using Borland C++ Builder for Linux ( AKA Kylix 3 ) </b> </h3> <p> Inside of the "Borland" directory there is a "k3" directory that contains a number of Builder project files. Double-click on the "libSDL.bpg" file icon. Once Builder has started click on the "<u>P</u>rojects" menu on the menu-bar and go down to "B<u>u</u>ild All Projects" option. This will proceed to build all the <a href="#tests">test programs</a>. <br> Linux users do not need *.lib files as the Shared Object is linked right into the project ( very neat actually, Windows should do this sort of thing as it is a lot easier for the developer ). <br> <b>NOTE :</b> The C++ Builder for Windows project format, is not compatible with the Kylix 3 project format, hence the reason why they are in separate directories.</p> <p> On Mandrake 8.1 the shared objects for SDL are located in the /usr/lib directory as libSDL_*.so and the Mesa OpenGL shared objects are located in /usr/X11R6/lib as libGL*.so<br> <br> So if your setup is different you may need to change the project file so that they re-link to the ones on your system.<br> <br> On Mandrake 8.1 the headers files are located at /usr/include/SDL/. So if you you have not installed the development RPMs ( usually named libSDL-devel* ) for SDL ( not included ) you may have to change the include directory within some of the projects.<br> </p> <h3> Known Problems</h3> The only known problem is that I ( Dominique Louis ), was unable to create the projects that rebuilt the SDL shared objects under Linux, due to time constraints and my lack of intimate knowledge of Linux. <h3><a name="tests"><b> Test programs </b> </a></h3> Some of the test programs require included media files ( *.wav; *.bmp etc ). Before trying to run any of the test programs, copy these media files from the "tests/" directory into the Borland build directory that you extracted the project files to. <br> <br> </body> </html>