
- CONTROLLERMATE NOT ACCEPTING JOYSTICK INPUT MAC OS X
- CONTROLLERMATE NOT ACCEPTING JOYSTICK INPUT UPDATE
- CONTROLLERMATE NOT ACCEPTING JOYSTICK INPUT DRIVER
- CONTROLLERMATE NOT ACCEPTING JOYSTICK INPUT CODE
In fact, it has been uninstalled for a couple of days before this happened (although I haven’t tried to change applications until now). Yes, I uninstalled Apple Mail but it wasn’t being used as the “Mail” application’s thing. That was roughly a month ago, and today when I went to do the same thing that I went to do the last time it had a problem (or didn’t as well), the problem started up. Then one day when I tried to change which application it would open with the “Home” key, it opened the Device Manager as normal so I could confiugure the buttons, but when I clicked on “home” a LCC version of the MAC “Lollipop of Doom” showed up and kept going for ten minutes.Īfter backing up any necessary files I restarted my computer and reinstalled things, including LCC.
CONTROLLERMATE NOT ACCEPTING JOYSTICK INPUT UPDATE
Then, other parts of the system can determine if a particular key is down: if (keysDown.Okay, I did a Google Search to see what might help for fixing my problems with LCC I’ve had problems with it since the beginning (I believe it was 2.2.2 when I got my s530 for Mac), but when the new update came out I was THRILLED to see that the problems I had been having with the original should be fixed. Most other applications will respond to a ControllerMates virtual device just like it would respond to an actual device. The behavior of the controls on these virtual devices is determined using ControllerMates building blocks.
CONTROLLERMATE NOT ACCEPTING JOYSTICK INPUT CODE
It's very simple, and seems to be working pretty well.įirst you can put this code in the controller which is receiving keyboard events: var keysDown = Set() Virtual Joystick Behaves like a standard joystick. I'm late to this party, but here's my solution for an OSX game I'm writing using Swift. Bytes input from the controller are either data or status. Sometimes issues can manifest in one game but seem fine in another. Maybe look into clearing and reinstalling the USB drivers.
CONTROLLERMATE NOT ACCEPTING JOYSTICK INPUT DRIVER
I eventually turned to using the regular NSEvent messages and wrapped them in a neat API for polling the keyboard states. tem consists of a single magnetic tape transport, an interface controller. Driver wipes and fresh installs have solved some issues and fresh installs of DCS solved others (mostly graphics or performance related).
CONTROLLERMATE NOT ACCEPTING JOYSTICK INPUT MAC OS X
Which technology do Mac OS X game developers use for receiving low-level keyboard input events? If they use one of the above technologies, how do they work around the drawbacks I mentioned? But are there any other drawbacks for using Carbon Events? Inacceptable Drawback: no one knows how long the Carbon events will continue to be supported in future Mac OS versions.Īpart from Carbon being a legacy framework, this still seems to be the best solution. The Carbon Event Manager Reference is marked as legacy and should not be used for new development. I also read that Quartz event taps require the app to run as root, but found no confirmation for this. While this may be on by default, there is no guarantee that it might be turned off on some systems.

Inacceptable drawback: requires Assistive Devices to be enabled in system preferences under Universal Access - Keyboard. I wonder if the key repeat behavior can be disabled? I suppose that you could read the first keyDown key, then remember the "key with ke圜ode x is down" state in your class until the keyUp event is received for that key, thus bypassing the repeat delay and repeat rate issues. This solution can not be used for continuous key events. This causes an initial keyDown event followed by a pause before it starts repeating at a rate defined by a system preference setting. Inacceptable drawback: keyDown events are repeated based on the system preference settings for "key repeat rate" and "key repeat delay". Solution #1: Use keyUp / keyDown events -(void)keyUp:(NSEvent*)event Obviously, there's enough Mac games which get keyboard input just right, without the drawbacks of the commonly known solutions: But what technology do Mac OS X game developers use? Games need low-level access to keyboard input.
