Hi,

I was in the same position this summer. Previously I'd used SDL for a gamepad, but now needed to resurrect that code and redo it for a wheel+pedals.

I looked at vrpn but failed to really grok it. In the same time it took me to bash my head against the vrpn examples, I wrote the sdl code. The following should be enough for you to do a quick test. SDL also supports "hats", and force-feedback was part of the Google Summer of Code, but I haven't seen any results of that yet.

best wishes

Mike
ps) Note this is hard-coded for 10 buttons+5axis

void testSDLJoystick() {

SDL_Joystick *joy;

// Initialize the joystick subsystem
SDL_InitSubSystem(SDL_INIT_JOYSTICK);

// Check for joystick
if(SDL_NumJoysticks()>0){
 // Open joystick
 joy=SDL_JoystickOpen(0);
if(joy)
 {
   printf("Opened Joystick 0\n");
   printf("Name: %s\n", SDL_JoystickName(0));
   printf("Number of Axes: %d\n", SDL_JoystickNumAxes(joy));
   printf("Number of Buttons: %d\n", SDL_JoystickNumButtons(joy));
   printf("Number of Balls: %d\n", SDL_JoystickNumBalls(joy));

   double axis[5];
   bool button[10];
   for(;;) {
       SDL_JoystickUpdate();
       printf("Joystick ");
       for(int i=0;i<5;i++) {
           axis[i]=SDL_JoystickGetAxis(joy,i) / 32768.0;
           printf("a_%d=%0.3f ",i,axis[i]);
       }
       for(int i=0;i<10;i++) {
           button[i]=SDL_JoystickGetButton(joy,i);
           printf("b_%d=%d ",i,button[i]);
       }
       printf("\n");
   }

 }
 else
   printf("Couldn't open Joystick 0\n");
// Close if opened
 if(SDL_JoystickOpened(0))
   SDL_JoystickClose(joy);
}

Joe Lyga wrote:
I'm interested in using a usb joystick and/or wheel with openscenegraph. They're both usb human interface devices. Has anyone done any work with usb human interface devices in openscenegraph, or used usb gamepads, joysticks, or wheels as inputs?

I've heard about a few solutions, including "Object Oriented Input System", SDL, and VPRN. I'm looking for a multiplatform solution that doesn't necessarily have to be that complicated.

Thanks!
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