a zero configuration version of the game that you just fire up and play.
It's been a long time since i touched JInput, but i hadn't been having much luck with it in most of my previous attempts.
(too much stuff only half worked)
Thank you endolf for this thread which helped out a lot:http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jinput;action=display;num=1070059841
i don't have access to a mac binary or compiler (or a mac at all, really) so i did what you said not to do, and stole the jar for the mac JInput (so i dont know if it'll work on OS X). once a current mac binary becomes available, i'll update my jars. (anyone want to donate one?)
It uses awt for the keyboard, i already had that, so i saw no real reason to remove it, and where JInput is not supported, it's good to fall back on. if you find jinput is not supported, it may have printed the name of the exception in the console. (probably illegal name or NoClassDefFound) it only uses controllers which are of type "Stick" or "game pad" which sums up all of my game related input devices. if anyone wants me to change it to include other types as well (very simple one line change) then let me know what your controller is and what type it shows as under JInput.
Not going to implement mouse support... at least not yet, if you're crazy enough to play tetris with a pointing device, you should buy a PDA.