From: Johnathan G. <da...@us...> - 2002-03-28 09:51:30
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daren 2002/03/28 01:51:29 PST Modified files: gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h Log: Updated the run function and the mouse event handlers to reflect the changes made to the gamekernel. Applications should now draw and hang on the first frame instead of just hanging without drawing at all. :\ Revision Changes Path 1.5 +37 -5 lib/gamekernel/drivers/sdl/SdlDriver.cpp 1.5 +3 -2 lib/gamekernel/drivers/sdl/SdlDriver.h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.4&r2=1.5&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.h.diff?r1=1.4&r2=1.5&diff_format=h |
From: Johnathan G. <da...@us...> - 2002-04-06 08:55:43
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daren 2002/04/06 00:55:43 PST Modified files: gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h Log: Finally tracked down the annoying Seg Fault after the app had called shutdown. 'Tis now fixed. Revision Changes Path 1.8 +47 -15 lib/gamekernel/drivers/sdl/SdlDriver.cpp 1.6 +13 -4 lib/gamekernel/drivers/sdl/SdlDriver.h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.7&r2=1.8&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.h.diff?r1=1.5&r2=1.6&diff_format=h |
From: Johnathan G. <da...@us...> - 2002-04-06 12:08:06
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daren 2002/04/06 04:02:17 PST Modified files: gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h Log: Implemented a quick hack to work with DigitalInput and SDL both handling repeating Keyboard events, and with the input sample expecting this. SDL now calls the update function for the input twice when needed, which emulates a pseudo onIdle() handler. Revision Changes Path 1.9 +19 -3 lib/gamekernel/drivers/sdl/SdlDriver.cpp 1.7 +5 -4 lib/gamekernel/drivers/sdl/SdlDriver.h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.8&r2=1.9&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.h.diff?r1=1.6&r2=1.7&diff_format=h |
From: Johnathan G. <da...@us...> - 2002-04-06 23:29:51
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daren 2002/04/06 14:25:34 PST Modified files: gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h Log: At long last, the SDL driver is now functional. There have been a few noteworthy changes... 1) The SDL driver DOES support repeating keyboard events. This works a lot better if a user tries to hold down a movement key to move forward, etc. 2) The SDL driver no longer sits and waits idly for messages. It will Poll devices for new events, and will continue to poll until all events have been handled. Pretty much it will loop doing this PollEvent, handle the event by changing the state of the kernel's input devices, call kernel->getInput()->update(), and then loop again until all queued events have been handled. Applications should be aware that more than one input device can change states before their onUpdate() function is called. 3) The flipside to no longer waiting idly for messages is that an applications onUpdate() and onDraw() functions can be called without any of the input devices changing states; ie, the user has not entered any input. These methods seem to work really well with aster; check it out! Revision Changes Path 1.10 +31 -19 lib/gamekernel/drivers/sdl/SdlDriver.cpp 1.8 +4 -4 lib/gamekernel/drivers/sdl/SdlDriver.h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.9&r2=1.10&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.h.diff?r1=1.7&r2=1.8&diff_format=h |
From: Kevin M. <ke...@vr...> - 2002-04-07 10:23:53
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does this work without keyrepeat? aster was designed to not use keyrepeat (just like quake, unreal, etc...)... really cool this stuff now... :) thanks for the work! @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Sat, 6 Apr 2002, Johnathan Gurley wrote: > daren 2002/04/06 14:25:34 PST > > Modified files: > gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h > Log: > At long last, the SDL driver is now functional. There have been a few noteworthy changes... > 1) The SDL driver DOES support repeating keyboard events. This works a lot better if a user tries to hold down a movement key to move > forward, etc. > 2) The SDL driver no longer sits and waits idly for messages. It will Poll devices for new events, and will continue to poll until all > events have been handled. Pretty much it will loop doing this PollEvent, handle the event by changing the state of the kernel's input > devices, call kernel->getInput()->update(), and then loop again until all queued events have been handled. Applications should be aware > that more than one input device can change states before their onUpdate() function is called. > > 3) The flipside to no longer waiting idly for messages is that an applications onUpdate() and onDraw() functions can be called without > any of the input devices changing states; ie, the user has not entered any input. > > These methods seem to work really well with aster; check it out! > > Revision Changes Path > 1.10 +31 -19 lib/gamekernel/drivers/sdl/SdlDriver.cpp > 1.8 +4 -4 lib/gamekernel/drivers/sdl/SdlDriver.h > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.9&r2=1.10&diff_format=h > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.h.diff?r1=1.7&r2=1.8&diff_format=h > > _______________________________________________ > ISUGameDev-commits mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > |
From: Johnathan G. <da...@us...> - 2002-04-07 20:39:45
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Sort of :p The play control is more fluid without the repeating key events, but it does work. If you'd like to compare the differences, comment out the following line in SdlDriver.cpp (132) SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); On Sunday 07 April 2002 05:24, you wrote: > does this work without keyrepeat? aster was designed to not use keyrepeat > (just like quake, unreal, etc...)... > > really cool this stuff now... :) thanks for the work! > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > Kevin Meinert __ _ __ > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > Virtual Reality Applications Center \ ||.-'|--\\ > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > ----------------------------------------------------------- > > On Sat, 6 Apr 2002, Johnathan Gurley wrote: > > daren 2002/04/06 14:25:34 PST > > > > Modified files: > > gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h > > Log: > > At long last, the SDL driver is now functional. There have been a few > > noteworthy changes... 1) The SDL driver DOES support repeating keyboard > > events. This works a lot better if a user tries to hold down a movement > > key to move forward, etc. > > 2) The SDL driver no longer sits and waits idly for messages. It will > > Poll devices for new events, and will continue to poll until all events > > have been handled. Pretty much it will loop doing this PollEvent, handle > > the event by changing the state of the kernel's input devices, call > > kernel->getInput()->update(), and then loop again until all queued events > > have been handled. Applications should be aware that more than one input > > device can change states before their onUpdate() function is called. > > > > 3) The flipside to no longer waiting idly for messages is that an > > applications onUpdate() and onDraw() functions can be called without any > > of the input devices changing states; ie, the user has not entered any > > input. > > > > These methods seem to work really well with aster; check it out! > > > > Revision Changes Path > > 1.10 +31 -19 lib/gamekernel/drivers/sdl/SdlDriver.cpp > > 1.8 +4 -4 lib/gamekernel/drivers/sdl/SdlDriver.h > > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/ > >drivers/sdl/SdlDriver.cpp.diff?r1=1.9&r2=1.10&diff_format=h > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/ > >drivers/sdl/SdlDriver.h.diff?r1=1.7&r2=1.8&diff_format=h > > > > _______________________________________________ > > ISUGameDev-commits mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > _______________________________________________ > ISUGameDev-commits mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits |
From: Johnathan G. <da...@us...> - 2002-06-14 10:24:54
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daren 2002/06/14 03:24:54 PDT Modified files: gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h Log: Cleaned up the code. Revision Changes Path 1.12 +2 -24 lib/gamekernel/drivers/sdl/SdlDriver.cpp 1.9 +3 -4 lib/gamekernel/drivers/sdl/SdlDriver.h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.11&r2=1.12&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.h.diff?r1=1.8&r2=1.9&diff_format=h |
From: Kevin M. <sub...@us...> - 2003-02-09 08:36:57
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subatomic 2003/02/09 00:36:57 PST Modified files: gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h Log: fixed up keyboard code to be a lot more efficient. added the following keys that were missing: - 'k' - left alt - right alt added pre and post update functions Revision Changes Path 1.15 +437 -407 lib/gamekernel/drivers/sdl/SdlDriver.cpp 1.11 +3 -3 lib/gamekernel/drivers/sdl/SdlDriver.h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.14&r2=1.15&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.h.diff?r1=1.10&r2=1.11&diff_format=h |
From: Kevin M. <sub...@us...> - 2003-02-10 05:14:31
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subatomic 2003/02/09 21:14:27 PST Modified files: gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h Log: added joystick support. includes support for: - any number of joysticks attached to the system - any number of axes in the joystick - any number of buttons hat support comming soon - will map hat dually to both digital and analog inputs... Revision Changes Path 1.17 +91 -10 lib/gamekernel/drivers/sdl/SdlDriver.cpp 1.12 +6 -3 lib/gamekernel/drivers/sdl/SdlDriver.h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.16&r2=1.17&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.h.diff?r1=1.11&r2=1.12&diff_format=h |