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1  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-04-23 00:13:15
The problem is a bug in the library in LinuxNativeTypesMap.java:

Is there a fix?  If so, this repository is the most up2date that I know of for jinput development (I have contributed to it in the past).
2  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-03-30 09:20:38
I have implemented a work-a-round and will be using this going forward instead of the event queue.
3  Java Game APIs & Engines / JInput / Re: Patches on java.net on: 2014-03-30 07:26:47
You best bet is to fork the following repo, merge, and do a pull request.  sgothel is pretty good about incorporating changes.
https://github.com/sgothel/jinput
4  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-03-28 10:18:19
Well, one painful solution is to re-write my code to use the normal poll method without events .... sucks though.
5  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-03-27 10:18:15
I ran the program against my Razer Nostromo.  The following is the output with 2 key presses.  The first was the 'w' key and the second was the 'q' key.
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./a.out 
opened with fd 3
read 1 17 1
r = 24
write 1 17 1
read 1 17 0
r = 24
write 1 17 0
q key
q key


This tells us:

Case 'w'
where ev is the input_event
ev.type == EV_KEY == 1
ev.code == 17
ev.code == 1 (for press) and == 0 (for release)

Case 'q'
It just prints 'q key' to the screen.

Is this what you were after?
6  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-03-05 10:00:34
The following C program demonstrates using grab and reading events on Linux.  This works on Ubuntu 13.10.
http://pastebin.java-gaming.org/485e342508f

Here is the relevent code in jinput's ...LinuxEventDevice.c
http://pastebin.java-gaming.org/85e32505f80

Anyone notice any differences?
7  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-03-05 09:31:10
controller.getPollData works.  So this is a bug in the EventQueue for sure.
8  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-03-05 09:18:22
I am narrowing down the problem.  It seems the EventQueue is not generating any events!!!!  Any ideas of why this might be?
9  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-02-06 04:45:16
The only additional driver I have installed is the nvidia proprietary driver.
10  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-02-05 21:19:45
I have only tested it with the Razer Nostromo (Its a gaming keyboard that has a scroll wheel so it has both a keyboard input and a mouse input (for the scroll wheel).
11  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-01-31 20:57:08
So in the above code, the mouse scroll wheel up and down events are recognized.  However, the mouse click and all the rest of the keyboard keys are not.

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[Razer Razer Nostromo:Mouse] Name[z] Identifier[z] Analog Relative Class[net.java.games.input.Component$Identifier$Axis]
[Razer Razer Nostromo:Mouse] Name[z] Identifier[z] Analog Relative Class[net.java.games.input.Component$Identifier$Axis][Razer Razer Nostromo:Mouse] null
12  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-01-31 08:19:50
I wrote a program that polls a particular device that expresses this problem.  Here is the code.
http://pastebin.java-gaming.org/110ca2b1a8d

When its used on Ubuntu 13.10, there is no response from the device; but it works under 12.04.  Any ideas?
13  Java Game APIs & Engines / JInput / Input doesn't work in Ubuntu 13.10 on: 2014-01-28 08:57:05
Getting inputs from the input devices is working in Ubuntu 12.04.  I recently upgraded to 13.10 and inputs no longer work.  I know of others that have had this problem with other distributions (arch for instance) with the newer kernels.  Ubuntu 13.10 is using kernel 3.11.0-15-generic.  This of course effects Keyboarding Master since it uses jinput. 

I have veried this with net.java.games.input.test.ControllerReadTest which shows all of the inputs but doesn't display any input responses.

Here is the output from running that program.
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Jan 28, 2014 8:55:00 PM net.java.games.input.LinuxNativeTypesMap getAbsAxisID
WARNING: INSTANCE.absAxesIDs is only 63 long, so 63 not contained
Component count = 1
Component count = 1
Component count = 143
Component count = 5
Component count = 8
Component count = 1
Component count = 267
Component count = 163
Component count = 163
Component count = 6
Component count = 163
Component count = 116
Component count = 6
Power Button disabled
Power Button disabled
HID 0a5c:4502 disabled
HID 0a5c:4503 disabled
Razer Razer Taipan disabled
UVC Camera (046d:081d) disabled
Razer Razer Taipan disabled
Razer Razer Taipan disabled
Razer Razer Nostromo disabled
Razer Razer Nostromo disabled
Razer Marauder Razer Marauder disabled
Razer Marauder Razer Marauder disabled
Razer Marauder Razer Marauder disabled


Udev rules that should allow read and write to the games group which my user is apart of

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KERNEL=="uinput", MODE="0664", GROUP="games"
KERNEL=="event[0-9]*", SUBSYSTEM=="input", GROUP="games", MODE="0664"
KERNEL=="mouse[0-9]*", SUBSYSTEM=="input", GROUP="games", MODE="0664"


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$ groups
mspeth cdrom sudo games sambashare


Any ideas of what might be wrong?
14  Java Game APIs & Engines / JInput / Re: Mouse getPollData and moving the Mouse on: 2013-08-19 06:29:53
Thanks gouessej.  It seems they are proposing any controller to move the mouse cursor.  In my case, that would be a mouse moving the mouse cursor. 

In the mean time, I wonder if there is anyway around this problem.  I don't think its possible to only grab the buttons on the mouse and not the axis through the call below (which is how I accomplish getting device input without it sending it to the OS).

ioctl(fd,EVIOCGRAB,grab)

Because it uses the file descriptor for the device, so I don't think its possible to pass through the axis information.

Are there any details of what a Unit is?  Is the Robot class the only way to move the mouse pointer?  Is Robot class even appropriate since the mouseMove method requires an integer representing a pixel location?

Is the event queue appropriate?  Is 20 ms too long to poll the device?  Can the eventqueue be mixed with a pull?

Thanks
15  Java Game APIs & Engines / JInput / Mouse getPollData and moving the Mouse on: 2013-08-18 10:39:26
What does the getPollData method return for a Mouse Controller's X and Y Axis?  The X an Y axis are relative and analog.  Endolf wrote that its a unit and not a pixel value.  What is a unit?

My project Keyboarding Master uses jinput.  I am trying to remap buttons on a mouse but in order to do this, all data from the mouse is sent to jinput but not forwarded by the OS.  That means my "drivers" must then re-interpret that data and use the Robot class to send the appropriate signals to the OS.  Keyboard presses and mouse button presses works fine.  However, I don't know what to send to the Robot class (mouseMove) from the data that I get back from jinput. 

Note, I am using the event queue and poll it every 20 milliseconds. 

Thanks for your help!
16  Java Game APIs & Engines / JInput / Re: jinput icon on: 2012-07-27 09:50:37
I made a JInput icon and added it to my latest release of jnostromo.

Small Icon


Full Icon


Please let me know if you would like the original source (its in .xcf). 
17  Java Game APIs & Engines / JInput / jinput icon on: 2012-06-14 11:45:11
I use jinput in my project (jnostromo) and am adding the libraries and other technologies information to the application.  The main application has a list of icons at the bottom left of the screen.  I would like to add a jinput icon but I can't seem to find anything.  Can anyone recommend an icon to use? 

Also, is there an official web page for jinput? 

Thank you
18  Java Game APIs & Engines / JInput / Re: How to compile JInput on 64-bit for 32-bit on: 2012-05-23 13:32:45
So it ended up not working.  It produced a 64-bit .so Sad 
I'm going to compile it on a 32-bit system now ...
19  Java Game APIs & Engines / JInput / Re: How to compile JInput on 64-bit for 32-bit on: 2012-05-23 12:53:08
Something like this
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<condition property="libname" value="${libname64}" else="${libname32}">
    <equals arg1="${os.arch}" arg2="amd64"/>
</condition>


Where on 32-bit jvms os.arch = i386 and on 64-bit jvms os.arch = amd64
20  Java Game APIs & Engines / JInput / Re: How to compile JInput on 64-bit for 32-bit on: 2012-05-23 12:40:26
It seems that your suggestion works.  At least it compiles.  I'll have to check it in a VM to see that it indeed compiled a 32-bit version and not a 64-bit.
Thanks for your help!!!!
21  Java Game APIs & Engines / JInput / Re: How to compile JInput on 64-bit for 32-bit on: 2012-05-23 12:33:31
Thanks endolf.  I tried setting a 32-bit jvm that but it doesn't seem to work.

I suspect it has to do with the following condition.
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   <target name="compileNativeJinputLib">
                <exec executable="uname" outputproperty="hwplatform">
                        <arg value="-m"/>
                </exec>


uname -m reports a 64-bit kernel.  Maybe I'll just install a 32-bit VM for the time being ...
22  Java Game APIs & Engines / JInput / How to compile JInput on 64-bit for 32-bit on: 2012-05-23 11:52:51
I would like to build a 32-bit version of JInput for GNU/Linux.  The problem is, I only have 64-bit systems.  Is it possible to build a 32-bit version from the 64-bit version?  Or will I need to result to using a 32-bit VM?

The changes that I have made for GNU/Linux are:
* Added grab feature
* Added detecting if controllers have disconnected or connected
23  Java Game APIs & Engines / JInput / Re: New Feature - Grab on: 2012-04-25 06:00:35
My GCC (I assume that's what you're using) is rusty.  I think that you want -m32.  "info gcc" should tell you what you need to do. Wink
I'm using the ant build scripts in jinput.  Is there an option to compile for all OS's and architectures?
24  Java Game APIs & Engines / JInput / Re: New Feature - Grab on: 2012-04-25 05:58:49
Sorry to not talk about the topic, but this is a better link for your awesome purchase Smiley
Is that link different then the one I posted?
25  Java Game APIs & Engines / JInput / New Feature - Grab on: 2012-04-24 16:28:59
Greetings,
  Its been a long time since I've posted here (mainly because I moved to using JMonkeyEngine).  Anyways, I have recently bought a Razer Nostromo and Razer doesn't make drivers for Linux.  So I developed them  Grin

In order to provide remapping of keys from the nostromo to any keyboard or mouse event, system input events have to be stopped.  I discovered how to do this through another project and implemented this feature in jinput.  Note, I've only implemented this for Linux.  Does anyone think this might be useful to include in the main branch? 

grab.patch - includes the new feature "grab" which is only implemented in Linux.  Windows and OSX users will get a false returned from the grab function since this feature isn't implemented.  The new function grabs the device so that no other programs (including the window manger) get events.

Question: I have only compiled for amd64 (since thats what I am running).  Anyone know how to compile for 32-bit?

Finally, if you are interested in how I am using jinput, check out my new project jnostromo
26  Java Game APIs & Engines / Java 3D / Re: Java3d and OS X on: 2008-08-14 19:56:45
You don't ever install any libs through JWS.  The problem lies with Apple.  Because apple ships Java3D 1.3.1 with their OS, it always over-rides the new library that is set in JWS (through the classpath). 

The only way to get around this is for Apple to not ship Java3D and or for Apple to go ahead and include Java3D 1.5 with their next updates.  But your battle is with apple on this one, not Sun.
27  Java Game APIs & Engines / Java 3D / Re: Java3d and OS X on: 2008-08-11 15:27:33
Yea, it is.  I downloaded a dmg from somewhere ( i tried looking for the link last night but couldn't find it). 

When you say stereo rendering, do u mean having one scene with two cameras offset from one another so that it makes it look 3d when viewing in "3d glasses"?  If so, then can the other scene graph based api's in java do this such as jME?
28  Java Game APIs & Engines / Java 3D / Re: Java3d and OS X on: 2008-08-10 04:46:40
Yea, I think I'm giving up on Java3D and will be moving to jME. 

I think the solution for OSX is to force users to download Java3D 1.5 and install it. 
29  Java Game APIs & Engines / jMonkeyEngine / Re: jME and JWS on: 2008-07-31 08:16:27
So how do I download JME?  Please don't tell me that I have to install SVN and pull from google source.  Git is the only SCM that graces my computer plus I need builds for OSX, Windows, and GNU/Linux.

Thanks
30  Java Game APIs & Engines / jMonkeyEngine / jME and JWS on: 2008-07-30 20:41:57
I am currently considering moving from J3D to jME or another 3D Rendering API and would like to know how well jME works with Java Web Start.

My current frustrations with J3D and JWS are with OSX.  Basically, you have to install the J3D libs yourself even if they are included in the JNLP.

So does jME work with the major OS's (OSX, WinXP, and GNU/Linux)?

Thanks!
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