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How does Mame map input?

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headkaze:

--- Quote from: Howard_Casto on June 18, 2007, 04:53:20 am ---STOP THE PRESSES!!!! LITERALLY IF YOU ARE WORKING ON A VIEWER YOU MIGHT AS WELL STOP NOW AND WAIT UNTIL THE SMOKE FROM .116U1 CLEARS!!!

To quote from the latest whatsnew.txt:

"Added support for multiple keyboards: [Andrew Kuruhin]
 - added multikeyboard input support through RAWINPUT mechanism
    (up to 8 simultaneous keyboard inputs
 - fixed RAWINPUT device registry enumeration bugs
"


Now I haven't seen the code yet, so I might be overreacting, but I don't see how this could cause anything but pure chaos!  The keycode constants will have to be diferent now right?  The keycode constants that have been the same since almost the initial release of mame, those are null and void? Surely, hopefully they had the sense to keep the current constants and just add to them, because if not this will be like that horrible multiple mouse de-backle except you'll have to manually change every single input on your mame cab!  Not only that but now you can't use your keyaord for testing because it'll be keyboard 1 and your encoder will be keyboard 2. 

I'll check it out to see and report back here.  Even best case scenario, we have a whole new batch of constants to add, worst case all the current ones are null and void.

--- End quote ---

I see what you mean Howard, this could indeed turn things ugly. K1_LALT, K2_CONTROL, K3_ESC? If so that would mean a fair bit of re-writing for the CP viewers. I hope your wrong about this but I guess these things happen in the world of Mame. I have written a fair chunk of my controller mapping code already. You know this could mean they will change the default inputs for multiple keyboards too. It's definately a cool idea for people without arcade cabs but if your right about an IPAC being treated as a second keyboard it could be a total nightmare for everyone with one. I personally think (and hope) they impliment this feature with caution! (fingers crossed)

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