hr_rabe

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About hr_rabe

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  1. Game Dev Diary 5: About Textures and 2D http://t.co/T375yVsI
  2. hi again. After some downtime. Here is the fifth part: [url="https://dragonsandbytecode.wordpress.com/2012/06/07/game-dev-diary-5-about-textures-and-2d/"]https://dragonsandbytecode.wordpress.com/2012/06/07/game-dev-diary-5-about-textures-and-2d/[/url] This time, I cover using the 2D Projection as well as a basic introduction into Textures
  3. [quote name='Neilo' timestamp='1334242487' post='4930582'] Pretty good introductory articles, although you should probably give your MyGamePadController class a dealloc method that removes your HID Manager from the runloop and then call CFRelease on it. Core Foundation stuff isn't covered by ARC. [/quote] Noted. Thanks for spotting it. This has now been rectified.
  4. Game Dev Diary 4: Extending the Control http://t.co/yeR72xGa
  5. Part 4 is available now: [url="http://dragonsandbytecode.wordpress.com/2012/04/12/game-dev-diary-4-extending-the-control/"]http://dragonsandbytecode.wordpress.com/2012/04/12/game-dev-diary-4-extending-the-control/[/url] I expand on the controller aspect and give one possible solution, to go about keyboard and mouse controls, using Cocoa. Took me a while to write this. Explaining something in written form is so hard... :/ Have fun with this.
  6. Sorry, I think, it will be a wile still, until I come around to do iOs stuff in this series, takes a bit of time, to get a firm grip on OsX first. Thanks for the thumps up, though.[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  7. Game Developers Diary 3: Getting in Control http://t.co/CXAQiWpQ
  8. Part 3 is available now: https://dragonsandbytecode.wordpress.com/2012/02/26/game-developers-diary-3-getting-in-control/
  9. I solved the problem myself now. For anyone interested: The HID-Cookies are a dead end, because they are immensly provider specific and can't be relied upon. If one would want to use a Cookie-Based System, one would need to provide Custom mappings for any Gamepad that should be able to control the game. A better solution is to read the UsagePage and UsageKey from the origin element of the value and us the combination of those, to identify the sender element. Because those are standardized and can be found at [url="http://www.usb.org/developers/devclass_docs/Hut1_11.pdf"]http://www.usb.org/developers/devclass_docs/Hut1_11.pdf[/url]. So the UsagePage/Usage combination 1/48 will always refer to the X-Achsis of the gamepads Left analog stick Here's the fixed code, for anyone who's interested: [code]void gamepadAction(void* inContext, IOReturn inResult, void* inSender, IOHIDValueRef value) { IOHIDElementRef element = IOHIDValueGetElement(value); Boolean isElement = CFGetTypeID(element) == IOHIDElementGetTypeID(); if (!isElement) return; IOHIDElementCookie cookie = IOHIDElementGetCookie(element); IOHIDElementType type = IOHIDElementGetType(element); CFStringRef name = IOHIDElementGetName(element); int usagePage = IOHIDElementGetUsagePage(element); int usage = IOHIDElementGetUsage(element); if (1 != usagePage) return; long elementValue = IOHIDValueGetIntegerValue(value); NSLog(@"Gamepad talked: %d / %d - %@ [%i] = %ld", type, usage, name, cookie, elementValue); if (48 == usage || 49 == usage || 53 == usage){ MyGameController* obj = (__bridge MyGameController*) inContext; float axisScale = 128; float axisvalue = ((float)(elementValue-axisScale)/axisScale); if (elementValue <= axisScale +1 && elementValue >= axisScale -1) axisvalue = 0.0; if (48 == usage) [obj setLatitude:axisvalue]; else if (53 == usage) [obj setCenterDistance:axisvalue]; else if (49 == usage) [obj setLongitude:axisvalue]; } }[/code]
  10. I am currently trying to map gamepad controls in a Cocoa application, using Apple's HIDManager api. However, I ran into a problem, and can't find an easy solution to it. From examination, it seems to me, that the only way I can identify distinct control updates (button presses and stick movement) is via an integer identifier, I get back from the [i]HIDElementGetCookie(element)[/i] function. But this identifier is completely vendor specific as far as I know. For example, on my simple logitech Gamepad, the Cookie 18 describes the X-Axis of the left analog stick, whereas on the PS3 controller the same Cookie value describes the upper-right shoulder button. Is there any technique or reliable other method, how I can identify specific elements of a controller? To add some code to my question, here is the HID callback function, that handles the control update: [code]void gamepadAction(void* inContext, IOReturn inResult, void* inSender, IOHIDValueRef value) { IOHIDElementRef element = IOHIDValueGetElement(value); Boolean isElement = CFGetTypeID(element) == IOHIDElementGetTypeID(); if (!isElement) return; IOHIDElementCookie cookie = IOHIDElementGetCookie(element); IOHIDElementType type = IOHIDElementGetType(element); if (18 != cookie && 19 != cookie && 21 != cookie){ NSLog(@"Gamepad talked rubbish at %d of type %d", cookie, type); return; } IOHIDElementCollectionType ctype = IOHIDElementGetCollectionType(element); CFStringRef name = IOHIDElementGetName(element); long elementValue = IOHIDValueGetIntegerValue(value); NSLog(@"Gamepad talked: %d / %d - %@ [%i] = %ld", type, ctype, name, cookie, elementValue); if (18 == cookie || 19 == cookie || 21 == cookie){ MyGameController* obj = (__bridge MyGameController*) inContext; float axisScale = 128; float axisvalue = ((float)(elementValue-axisScale)/axisScale); if (elementValue <= axisScale +1 && elementValue >= axisScale -1) axisvalue = 0.0; if (18 == cookie) [obj setLatitude:axisvalue]; else if (21 == cookie) [obj setCenterDistance:axisvalue]; else if (19 == cookie) [obj setLongitude:axisvalue]; } }[/code]
  11. Hello Everyone, I am an experienced developer in "[i]the serious business"[/i], and am currently trying my hand at game development. Since I am starting my journey on a Macintosh, I also started to write for that platform and with the tools available here. This means Objective C, Cocoa and OpenGL/OpenAL. I haven't found any good tutorials on that topic yet, and so I started to document my work in a step by step diary/tutorial as I am learning the ropes. Maybe that stuff is also of interest to someone here. To entries about basic OpenGL wiring and OpenAL processing are already done. More will follow as I am progressing. I am currently writing the third entry about Gamepad control via the HIDManager. Sorry, if that is the wrong place for it (it forums are quite big) or if posts like this are not welcome at all, in which case I can delete it (hopefully). But I thought, that maybe of use to someone here: Part 1: [url="http://dragonsandbytecode.wordpress.com/2012/01/16/game-developers-diary-1-opengl-and-coco/"]http://dragonsandbyt...pengl-and-coco/[/url] Part 2: [url="https://dragonsandbytecode.wordpress.com/2012/02/18/game-developers-diary-2-the-world-is-alive-with-the-sound-of-openal/"]https://dragonsandby...ound-of-openal/[/url] Regards, Mr. Raven
  12. Game Developers Diary 2: The world is alive with the sound of OpenAL http://t.co/So5L0dgV