Activate joystick/gamepad
by AIDan · in Torque Game Engine · 11/24/2001 (5:30 pm) · 25 replies
Hi
How to activate it??
$pref::Input::JoystickEnabled= 1;
Does not work.
greetings
Daniel
How to activate it??
$pref::Input::JoystickEnabled= 1;
Does not work.
greetings
Daniel
About the author
#22
01/20/2003 (12:24 am)
If all else fails, you can define LOG_INPUT in your project settings and recompile. Torque will record pertinent input events to the a log in the executable's directory.
#23
Thanks,
Frank
03/14/2004 (12:17 pm)
Why is there a difference in joystick types? It seems to me that the Torque should be getting the number of axi and buttons so that a user/programmer can arbitrarily assign them to the functions of the game. There should be a "default" which goes by order alone of the buttons and axi. Then the user can adjust the inputs and save these. It would also be good to have functions bound to multiple inputs similar to the way Quake 3 does it. Maybe the solution there is to have multiple functions modify the same variables. If there are 400 buttons and 50 axi on a joystick Torque should see it if the driver provides access to the number of each of these. From there it should provide automatic creation of identifiers. IE axis0, axis1, ... axis10. That way if a user connects to your game the user can bind ANY of the keys or axi on their stick to a function. It would really bum me out if I could not use that one button because the interface layer of the game was not complete.Thanks,
Frank
#24
That said, Torque does most of those things. It does distinguish between gamepads and joysticks for dubious reasons. You can get it all working pretty easily, though - I spent a week hacking a while back and got the input layer working with hats and such pretty well. Haven't checked it in because of a few lingering bugs and lack of time.
03/14/2004 (2:11 pm)
Yet such inconsistencies are depressingly common. :)That said, Torque does most of those things. It does distinguish between gamepads and joysticks for dubious reasons. You can get it all working pretty easily, though - I spent a week hacking a while back and got the input layer working with hats and such pretty well. Haven't checked it in because of a few lingering bugs and lack of time.
#25
Has anyone built an assignment gui object? One that would allow users to select the bindings and by event assign a button or axis to it. Hmmm, this begs the question: How do I capture a raw event so that this type of widget can be built? I will have to look into this.
Thanks,
Frank
03/14/2004 (6:39 pm)
I did look into the unix layer of Torque. It does support an impressive 6 axi ( is it axi or axes?). I did not see how many buttons it could support. It seems that you should able to use most if not all the functions of most joysticks out there. Has anyone built an assignment gui object? One that would allow users to select the bindings and by event assign a button or axis to it. Hmmm, this begs the question: How do I capture a raw event so that this type of widget can be built? I will have to look into this.
Thanks,
Frank
Torque 3D Owner Frank Bignone
Darkhand Studio