[SDL] Why force feedback support has never been included?

David Gravereaux davygrvy at pobox.com
Fri Nov 3 11:50:27 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 :)





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