Fetching Joystick name

Does anyone else get slightly bothered by having to call SDL_JoystickName()
with the joystick index, whereas the other joystick methods
SDL_JoystickNumButtons()
SDL_JoystickNumBalls()
and such take the SDK_Joystick type ?
I understand why, since you want to be able to fetch the name before you
open the joystick, but it makes it out of QA for the lookup afterwards.

There’s the method SDL_JoystickIndex(), but this changes the way I was
hopeing to iterate over the joystick calls with my opened joysticks.

Can I request here for an addition to the CVS ? I mean, I dont know the
actual formalities, so i’m interested in hearing views.

Cheers,
John

src\joystick\SDL_joystick.c
++ 94
/*

  • Get the implementation dependent name of the joystick
    */
    const char *SDL_JoystickName(SDL_Joystick *joystick)
    {
    if ( ! ValidJoystick(&joystick) ) {
    return(NULL);
    }
    return(SDL_SYS_JoystickName(joystick->index));
    }

Has anyone had any experience using SDL with the Gameboy Advanced?

I was wondering if an implimentation of SDL for the GBA exists…

-Thanx

Has anyone had any experience using SDL with the Gameboy Advanced?

I was wondering if an implimentation of SDL for the GBA exists…

I’m not aware of a GBA target, but generally speaking, you wouldn’t want
to use SDL with the GBA. There is a framebuffer mode on that hardware, but
it’s slow and extremely limiting.

The GBA really needs custom code, not abstractions, to be useful.

–ryan.

There’s the method SDL_JoystickIndex(), but this changes the way I was
hopeing to iterate over the joystick calls with my opened joysticks.

How much could this possibly alter your code?

Can I request here for an addition to the CVS ? I mean, I dont know the
actual formalities, so i’m interested in hearing views.

We definitely won’t change an existing function’s behaviour, since it’ll
cause crashes on legacy applications. However, I don’t see a compelling
reason to add:

SDL_JoystickNameFromObject(obj);

when you can easily do:

SDL_JoystickName(SDL_JoystickIndex(obj));

–ryan.

If you want to program for the GBA then try HAM (http://www.ngine.de).

Please don’t hit me!

-N>

Has anyone had any experience using SDL with the Gameboy Advanced?

I was wondering if an implimentation of SDL for the GBA exists…

I’m not aware of a GBA target, but generally speaking, you wouldn’t want
to use SDL with the GBA. There is a framebuffer mode on that hardware, but
it’s slow and extremely limiting.

The GBA really needs custom code, not abstractions, to be useful.

–ryan.


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