https://developer.apple.com/library/content/documentation/ServicesDiscovery/Conceptual/GameControllerPG/Introduction/Introduction.html

https://developer.apple.com/documentation/gamecontroller

I have no idea why they don't include some Gamepad thing in the settings 
panel.

On Tuesday, 27 March 2018 16:07:16 UTC+3, Zellyn wrote:
>
> Thanks for the pointers. I spent some time last night finding the gamepad 
> code in the Chromium sources, although I haven't had a chance to really 
> read it properly.
>
> It makes sense that you'd read against some kind of OS-specific 
> abstraction, but I was curious what it was because I don't see any gamepad 
> config or listing in the Mac OS Settings panels.
>
> Sounds like I'm going to be reading some source code… :-)
>
> Thanks again,
>
> Zellyn
>
>
> On Tuesday, March 27, 2018 at 8:31:23 AM UTC-4, Egon wrote:
>>
>> Ah, just noticed the Mac part...
>>
>> https://github.com/glfw/glfw/blob/master/src/cocoa_joystick.m
>>
>> Also Chromium source for the Gamepad implementation:
>>
>>
>> https://cs.chromium.org/chromium/src/device/gamepad/?q=gamepad&sq=package:chromium&dr
>>
>> Unfortunately I didn't notice a Go gamepad implementation for Mac... 
>> however there might be one.
>>
>> On Tuesday, 27 March 2018 15:02:10 UTC+3, Egon wrote:
>>>
>>> Usually controllers don't speak directly to your application nor browser.
>>>
>>> Usually there is a driver that the controller has, this talks with the 
>>> appropriate protocol to the device. The driver itself provides some common 
>>> HID api that the OS has specified.
>>>
>>> The reading and writing the input is effectively about communicating 
>>> with the OS.
>>>
>>> https://github.com/glfw/glfw/blob/master/src/linux_joystick.c
>>> https://github.com/glfw/glfw/blob/master/src/win32_joystick.c
>>>
>>> You can do those calls using syscall package, e.g. one for Windows
>>>
>>>
>>> https://github.com/egonelbre/exp/blob/master/game/gamepad/xinput_windows.go
>>>
>>> and a quick search on godoc.org revealed this:
>>> https://godoc.org/?q=joystick
>>> https://github.com/simulatedsimian/joystick
>>>
>>> Of course since it's OS specific, you need to implement for all of them. 
>>> Where each might their own quirks.
>>>
>>> SDL and GLFW are both thoroughly tested. I'm not sure about the existing 
>>> package, but it shouldn't be difficult to switch when you do encounter 
>>> problems with the pure Go libs.
>>>
>>> + Egon
>>>
>>> On Tuesday, 27 March 2018 05:19:24 UTC+3, Zellyn wrote:
>>>>
>>>> Inspired by a Wired article 
>>>> <https://www.wired.com/story/xbox-one-x-and-xbox-one-deals/> 
>>>> mentioning XBox One gamepads for $34, I finally got a game controller.
>>>>
>>>> Naturally, now I'm wondering how to read it from Go :-)
>>>>
>>>> It connects to Mac OS over Bluetooth. Various games seem to vary in 
>>>> whether they recognize or even notice it, but it works flawlessly in 
>>>> Chrome 
>>>> using http://html5gamepad.com/ 
>>>> <http://www.google.com/url?q=http%3A%2F%2Fhtml5gamepad.com%2F&sa=D&sntz=1&usg=AFQjCNHgk2HZ9Nwso2KFkEVEFST54APnmQ>
>>>>
>>>> So, if there's anyone here who even begins to know how gamepads work… 
>>>> am I about to wade into an ocean of pain? I'd *like* to avoid linking 
>>>> to sdl as gobot seems to do for joysticks: it would be lovely to have 
>>>> something in pure Go. Is that unlikely?
>>>>
>>>> How are games (and Chrome) even finding the controller? Do they have to 
>>>> interrogate the Bluetooth stack, and then speak both Bluetooth and the 
>>>> XBox 
>>>> controller protocol?
>>>>
>>>> Any help appreciated.
>>>>
>>>> Zellyn
>>>>
>>>>

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