Class GameController – how to use?

About Monkey 2 Forums Monkey 2 Programming Help Class GameController – how to use?

This topic contains 5 replies, has 2 voices, and was last updated by  Diffrenzy 1 year, 5 months ago.

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  • #11384

    Diffrenzy
    Keymaster

    I found the GameController Class in the monkey source code and it looks really useful.

    Is it unfinished or is there a way to use it? Looks like it’s the way to go for steam, Android TV etc.

    PS: Will the _pointerDevice pick up both mouse and touch?

    [EDIT] the mappings in SDL_gamecontrollerdb.h seems usefull, so that we don’t have to configure *every* joy stick by hand/user input.

    #11390

    Mark Sibly
    Keymaster

    Woah, had forgotten completely about that – please ignore it, I’ll probably remove it for the 1.1.08 release.

    An SDL style GameController would be nice though IMO, and I think this is what I started out with but ended up getting a bit carried away.

    #11391

    Diffrenzy
    Keymaster

    Ok, thanks for explaining, I was assuming it was a wrapper for SDL_GameController.

    One benefit of wrapping that would be the “database” it as of know controllers.

    #11404

    Diffrenzy
    Keymaster

    If somebody gets on with this, there are some comunity efforts to maintain lists of mappings here:

    https://github.com/p-groarke/SDL_GameControllerDB (where you can also find a link to http://www.generalarcade.com/gamepadtool/

    https://github.com/balthamos/SDL_GameControllerDB

    #11426

    Diffrenzy
    Keymaster

    Those lists are great, but GUIDs returned on Android is in another format, and there are many Name/GUID variations out there.

    I made a GameController module, but I’m not happy with the many issues yet.

    Hot pluggin/unplugging seems to be an issue too.

    #11428

    Diffrenzy
    Keymaster

    Added JoystickDevice.Close()  needed for hotplugging here : https://github.com/blitz-research/monkey2/issues/259

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