While doing so, I made the “draw” variable per-axis (i.e. turned it into
an array) – if I understand its purpose correctly, it has been
introduced to correctly clear the trails behind the white axis indicator
squares. The single-variable approach worked well for some gamepads
(e.g. “Generic X-Box Pad” with its 6 axes) and didn’t for others (e.g.
“Logitech RumblePad 2 USB”, 4 axes). The new approach has been tested to
work correctly with both.
Also, we don’t seem to have an indicator for hat positions; the
aforementioned gamepads announce their D-Pads as hats. Do you think such
an indicator might be something worth implementing?
I would say so. I haven’t looked at testjoystick, but hats are definitely
important for many joysticks and it’s good to have a code reference. Is
there an indicator for trackballs?
Also, we don’t seem to have an indicator for hat positions; the
aforementioned gamepads announce their D-Pads as hats. Do you think such
an indicator might be something worth implementing?
I would definitely accept a patch for this if you implement it.
(I haven’t looked at the current testjoystick you posted, but I’ll try
to soon.)
I note at this point that we already have a lot of white squares flying
around. It might be worth making the interface a bit more colorful (e.g.
axes red, buttons yellow, hats cyan). And yes, I can implement that
too.
Cheers,
~~ OndraOn Die, 2012-08-14 at 11:35 -0400, Ryan C. Gordon wrote:
I would definitely accept a patch for this if you implement it.
Begging for forgiveness of my mailbombing, I have found out that the
whole window-surface shebang is considered obsoleted by the (potentially
accelerated) renderer API, so I ported testjoystick to use that.
Begging for forgiveness of my mailbombing, I have found out that the
whole window-surface shebang is considered obsoleted by the (potentially
accelerated) renderer API, so I ported testjoystick to use that.
It’s not mailbombing if there are patches included.