[SDL] Why force feedback support has never been included?
David Gravereaux
davygrvy at pobox.com
Wed Nov 1 20:14:54 PST 2006
On Tue, 28 Jun 2005 12:24:24 +0200, "admiraal" <joep at mercash.nl> wrote:
>I do not know what a ff API should look like but I do know how to control
>the ff functions of my gamepad with Linux and Windows (DI).
>Currently I am adding my linux code to the patch JG posted here 2 years ago.
>When this is finished I (or someone else) can start on the DI functions.
>If all of this works (Linux and Windows support) will the patch be submitted
>to the officail branch?
>Are there any other people on this list with ff experience who are willing
>to spend time on SDL?
>
>Joep Admiraal
>
>"Ryan C. Gordon" <icculus at clutteredmind.org> schreef in bericht
>news:4297FDA0.90802 at clutteredmind.org...
>>
>>> It never made it into the official branch because it was (AFAIK) port
>>> specific (PS2). IIRC, the X-Box Linux port also supports X-Box's
>>> actuators.
>>
>> Port specific isn't necessarily the problem in itself...it doesn't help
>> that there isn't a well-defined, abstract API in SDL that can be backed by
>> platform-specific code.
>>
>> To my knowledge, no one ever discussed this beyond "SDL should support
>> force feedback". Anyone on this list have a firm understanding of what a
>> robust, portable force feedback API should look like?
>>
>> --ryan.
I'd like to help with a win32 port if at all possible. Seeing the new
DirectInput stuff for joystick support in the 1.3 branch opens the door.
I have to get up to speed in SDL as I'm a newbie (not to C)... Please be
easy on me :)
More information about the SDL
mailing list