I batch edited these files, so please let me know if I've accidentally removed anybody's
credit here.
--HG--
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--ryan.
From: =?ISO-8859-1?Q?Anders_F_Bj=F6rklund?= <afb@algonet.se>
Subject: Re: [SDL] Updated Mac patch
Date: Tue, 6 Sep 2005 15:21:27 +0200
To: A list for developers using the SDL library <sdl@libsdl.org>
Earlier, I wrote:
> Updated the previous Mac patch to disable Carbon by default.
> Also "fixed" the SDL.spec again, so that it builds on Darwin.
>
> http://www.algonet.se/~afb/SDL-1.2.9-mac.patch
> Also applied fine to SDL12 CVS, when I tried it.
>
> Haven't completed any new packaging or projects for Xcode/PB,
> but it seems to build and install fine here (in development).
Tested the new patch to build with old CodeWarrior and MPW,
and it seems it needed some hacks with those old headers...
Just in case you want to support the archeological versions -
here is a small add-on to the above patch, to fix those...
http://www.algonet.se/~afb/SDL-1.2.9-classic.patch
I couldn't get the old CW5 projects to build without a few
modifications - such as deleting the stray old header in:
"CWprojects/Support/Carbon/Include/ConditionalMacros.h" ?
But I updated both projects to CW6 too and built for Carbon,
and it ran all of the Mac test projects without any problems.
The MPW file seems to have compiled, with a small order change.
As long as you're still shipping the CWProjects and MPWmake
with the download, they should probably be updated/fixed ?
(another "solution" would of course be to just delete them)
I'll post my new projects along with the new Xcode projects
later on, along with XML exports of the various .mcp files.
(CW5 builds for Classic / "PPC", and CW6 builds for Carbon)
It'll be packaged as a part of the next SpriteWorld X release...
http://spriteworldx.sourceforge.net/ [Classic/Carbon/Win/X11]
--anders
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From: "Eckhard Stolberg"
Subject: Controller names in SDL for Windows
I'm working on an Atari 2600 emulator for different systems that uses
the SDL. Some time ago someone created an adaptor that lets you use
your old Atari controllers with your computer through the USB port.
Some of the Atari controllers require special handling by the emulator,
so it would be nice, if it would be possible to detect if any of the
controllers connected to the computer is this adaptor.
SDL would allow that with the SDL_JoystickName function, but unfortunately
it doesn't work properly on Windows. On Linux and MacOSX this function
returns the name of the controller, but on Windows you'll only get the
name of the joystick driver. Most joysticks nowadays use the generic
Microsoft driver, so they all return the same name.
In an old MSDN article
(http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp)
Microsoft describes how to read out the OEM controller names from the registry.
I have implemented this for the SDL controller handler on Windows,
and now reading the joystick name works properly there too.
--HG--
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