SDL
retroarch-joypad-autoconfig
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SDL | retroarch-joypad-autoconfig | |
---|---|---|
194 | 27 | |
8,205 | 277 | |
4.8% | 2.2% | |
10.0 | 8.6 | |
about 18 hours ago | 11 days ago | |
C | Ruby | |
zlib License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SDL
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C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
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Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
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Felt Cute, Might git rm --rf
SDL (which will be bumped to SDL3), straight from the authoritative https://github.com/libsdl-org/sdl
retroarch-joypad-autoconfig
- No autoconfig for 8bitdo pro 2?
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Question about multiple controllers setup
Was looking at this https://github.com/libretro/retroarch-joypad-autoconfig and somehow missed it
- RetroArch on Android — A First Timer's Controller Woes
- Fix for iNNEXT SNES/SFC controller mistakenly appearing as "Retro-bit Genesis/Saturn 8 Button Arcade Pad", or any controller that has been incorrectly autoconfigured
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[W10] Any way to have per-controller mappings?
If you get a profile set up, you can submit it to our collection at https://github.com/libretro/retroarch-joypad-autoconfig for inclusion, if you like.
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Modifying autoconfig profiles on RetroArch Android
I think the button map id numbers have changed on this firmware version because "select" maps to id "04" when manually mapping, but the autoconfig profile is "109" -- everything else maps perfectly fine as far as I can tell. The autoconfig was created for firmware v1.35 (https://github.com/libretro/retroarch-joypad-autoconfig/blob/master/android/8Bitdo_Pro_SN30_BT.cfg).
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Question about unmapping keys in RA hotkeys menu
My suspicion is that it's getting recognized as this 'android keyboard': https://github.com/libretro/retroarch-joypad-autoconfig/blob/9c27a99c177d5e0545f2d85f12cb7634b8f2e188/android/RetroKeyboard.cfg
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Big problem with 8BitDo M30
and then used https://github.com/libretro/retroarch-joypad-autoconfig/blob/master/udev/8BitDo_M30.cfg instead of original 8BitDo_M30.cfg to label the retroarch controls more clearly, and somehow mapped it all to work like a Genesis ABCXYZ controller. The controls are fine, but none of the hotkeys absolutely ever responds, so I still need PiBoy controller for navigating thru system. The only way to make M30s work is to start a game with both of them turned off, then go to retroarch, turn them on and resume/restart the game. If I just start a game with both of them turned on, only one will work, and the emulator skips loading PiBoy DMG Controller.cfg so I don't have hotkeys anymore. These are my settings:
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trying to map controls in games with this setup is the worst experience. is there a better way?
This could be helpful too, but I haven't explored the repo: https://github.com/libretro/retroarch-joypad-autoconfig
- Onn 4K $20 streamer remote support has a PR
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
RetroArch - Cross-platform, sophisticated frontend for the libretro API. Licensed GPLv3.
raylib - A simple and easy-to-use library to enjoy videogames programming
Godot - Godot Engine – Multi-platform 2D and 3D game engine
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
DS4Windows - Like those other ds4tools, but sexier
DualSenseSupport - Preliminar DualSense
learn-wgpu - Guide for using gfx-rs's wgpu library.
DS4Windows - Like those other ds4tools, but sexier
steam-for-linux - Issue tracking for the Steam for Linux beta client
vulkan-guide - Introductory guide to vulkan.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.