[haiku-development] Re: Some questions

  • From: Fredrik Modéen <fredrik@xxxxxxxxx>
  • To: haiku-development@xxxxxxxxxxxxx
  • Date: Thu, 1 May 2008 15:55:13 +0200 (CEST)

>
>  -------------- Original message ----------------------
>> > Actually there's no way to tell if a joystick is connected to a
>> > gameport, unless some proprietary extensions I don't know of. Also,
>> the
>> > port support 4 axis and 4 buttons, so it is possible to have 2
>> joysticks
>> >   with 2 axis and 2 buttons each with an Y-splitter cable; but it
>> > doesn't work with all the ports and all the joysticks. Over the years,
>> > makers such as Microsoft and Logitech used the game port in _very_
>> > creative ways...
>> >
>> > An ideal design for a game port driver would be to just publish the
>> > ports and just report the raw readings, then let the user create the
>> > joystick device by let him choosing which port it is connected to.
>> This
>> > approach allows for different uses, back at school we used it in some
>> > electronics projects.
>
>> Some clarification about "publishing devices you don't have as it does
>> today."
>> I was talking about the Gameport. If you don't have a Gameport it should
>> not show two as it does today :)
>>
>
> The standard Gameport is just memory mapped I/O in low address space.
> That memory space will always be there.   I'm not sure how you would
> determine if a gameport should be published.   When the gameport is being
> used, the data in that memory will change.
k didn't know that. But the driver for the soundblaster live gameport only
publish the gameport if the card exist (i think) perhaps something similar
can be used? but this would explain why the gamports are always showed in
R5

>
> Greg Crain
>
>


-- 
MVH
Fredrik Modéen


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