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Re: Gamepad support (SevenBits)
From: |
Tom Davies |
Subject: |
Re: Gamepad support (SevenBits) |
Date: |
Tue, 1 Apr 2014 12:56:23 +0100 |
Hi :)
I started a thread on the devs mailing-list but only got as far as asking
1. if it might be possible, and how tricky it's likely to be
2. whether best to post as a bug-report and how to make it clear it's
a feature-request for additional functionality
3. is there an existing non-Grub multi-boot-loader for game-machines
The way this thread is going on the User Support mailing list seems
more within the devs scope rather than ours. Interesting points tho!!
My own 2cents is that i would only really expect very basic support
and i'd be stuck if anything went wrong.
However, going further sounds like a great idea for the future even if
not possible in the short-term. The idea of getting to the
command-line and being able to edit without a keyboard sounds
interesting. Since tab-completion is built-in perhaps it might be
possible to do combine a list of commands with something like the
"high-score board" in 70s-80s arcade machines? I wonder what ideas
the devs come up with! :)
It might be worth you finding my post to their list and adding your
thoughts, or perhaps start a new thread about practicalities :)
Good luck all!! :)))
Regards from
Tom :)
> ---------- Forwarded message ----------
> From: Simon Hobson <address@hidden>
> To: "address@hidden" <address@hidden>
> Cc:
> Date: Tue, 1 Apr 2014 09:32:22 +0100
> Subject: Re: Gamepad support (SevenBits)
> SevenBits <address@hidden> wrote:
>
>> One obvious challenge that would need to be considered is how to map
>> keyboard inputs to those on a gamepad. This might be somewhat challenging,
>> as up and down behavior like you'd find on the arrow keys will be easy
>> (relatively) to implement, BUT what about additional actions, like e.g when
>> the user presses e to modify an entry's settings. This would be impossible
>> on a gamepad unless we map each specific button to a certain function, and
>> then you'd have to deal with variations between controllers, like Xbox vs
>> Playstation vs a generic PC controller.
>>
>> How would these issues be addressed?
>
> While it's not of any interest to me, there are some obvious solutions -
> though it depends on the target application.
>
> If you are aiming at a user who will know what controller they use, then you
> simply provide a mapping file from buttons to actions - plus ideally a tool
> to help the user configure it. It's then up to the user to set everything up
> as they want.
>
> More generically, you provide some standard mappings from button to function
> for common controllers - in much the same way that the IR Remote subsystem
> does in the Linux kernel (or LIRC module). I suspect there's some
> functionality already present that can be borrowed for this - is there
> generic support for game controllers in the Linux kernel ?
>
> An interesting question is ... at what point does the bootloader stop being a
> bootloader and become an OS in it's own right ? I suspect Grub already has
> more functionality than some early "OS"s !
>
>