Search found 609 matches

by Ats
Sat Jan 07, 2023 8:20 pm
Forum: General discussion
Topic: [Solved] Detecting generic Gamepad D-Pad on Android
Replies: 9
Views: 11257

Re: Detecting generic Gamepad D-Pad on Android

Thanks, that was a super helpful hint. So if hat is just a joystick axis, then I should be able to simply retrieve: joyX = joyGetAxis(0,15); // 0x0F joyY = joyGetAxis(0,16); // 0x10 Unfortunately, joyGetAxis() prevents to get an axis bigger than MAX_AXES = 6; function Platform_GetJoystickAxis(JoyId ...
by Ats
Sat Jan 07, 2023 1:25 pm
Forum: General discussion
Topic: [Solved] Detecting generic Gamepad D-Pad on Android
Replies: 9
Views: 11257

Re: Detecting generic Gamepad D-Pad on Android

All right. But why is it returning an angle when all gamepads' hat works with two axis, just like a joystick? Doesn't the Nintendo Switch Ville talked about in his ChuckieEgg example work like that? I'll see how the joystick work in the source and if I can add the hat for Android when I'll get home ...
by Ats
Sat Jan 07, 2023 8:36 am
Forum: General discussion
Topic: [Solved] Detecting generic Gamepad D-Pad on Android
Replies: 9
Views: 11257

Re: Detecting generic Gamepad D-Pad on Android

With a lot of different USB dongles in chain in order to plug the gamepads for testing on Android, and some sideloading too, here are the results of my research on D-Pad: Axis 0x0f HAT_X / Axis 0x10 HAT_Y Retroid Pocket 3+ XBox Controller NVidia Shield TV controller Axis 0x00 AXIS X / Axis 0x01 AXIS...
by Ats
Fri Jan 06, 2023 10:52 pm
Forum: General discussion
Topic: [Solved] Detecting generic Gamepad D-Pad on Android
Replies: 9
Views: 11257

[Solved] Detecting generic Gamepad D-Pad on Android

Hello. Today, I'm debugging the Gamepad D-Pad on Android. I remember it worked on OUYA years ago, maybe because they were buttons. Turns out that on most generic gamepads, they are not buttons, nor an axis, but a hat... (I used the app Gamepad Tester to list all the gamepad buttons). So I'm wonderin...
by Ats
Wed Jan 04, 2023 4:36 pm
Forum: General discussion
Topic: Problem with scaling a square to fit the full screen resolution
Replies: 4
Views: 6115

Re: Problem with scaling a square to fit the full screen resolution

Oh :oops: Of course, it was coming from App.CameraPosition.Z I made so much copy and paste from one project to another for trying out the android devices that I completely messed up... As for the rest, I'll re-read everything tomorrow after a good night of sleep. That 0.25 thing out of nowhere kille...
by Ats
Wed Jan 04, 2023 4:15 pm
Forum: General discussion
Topic: Problem with scaling a square to fit the full screen resolution
Replies: 4
Views: 6115

Re: Problem with scaling a square to fit the full screen resolution

Thanks for your help, Kjell :wink: I managed to get something working on all screens, using a FOV 90, distance 1, as you told: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGE Screen Ratio" ClearColor="0 1 0 1" FullS...
by Ats
Wed Jan 04, 2023 11:51 am
Forum: General discussion
Topic: Problem with scaling a square to fit the full screen resolution
Replies: 4
Views: 6115

Problem with scaling a square to fit the full screen resolution

Hi, I've been having this weird problem on some screens where the background isn't properly fitting the screen size. So I made a strip down example in order to test that. Here's what I'm doing to scale the background square: BackgroundMeshSize.Scale.X = App.ScreenWidth * ScreenScale; BackgroundMeshS...
by Ats
Mon Jan 02, 2023 4:51 pm
Forum: General discussion
Topic: Vibrations on Android
Replies: 3
Views: 6453

Re: Vibrations on Android

Ok. So I would need to create a library just for shaking the Android, like rado1 did for tilting the sensors?
https://github.com/Rado-1/ZgeSensor
by Ats
Mon Jan 02, 2023 12:13 pm
Forum: General discussion
Topic: Vibrations on Android
Replies: 3
Views: 6453

Vibrations on Android

Hello. Today, I'm trying to use the code I wrote for shaking the XInput controller to also shake the Android booty. I added the permissions in the AndroidManifest.xml but I have no clues of how to access Android functions such as VIBRATOR_MANAGER_SERVICE from ZGE. I guess I have to use ZExternalLibr...
by Ats
Mon Jan 02, 2023 11:55 am
Forum: General discussion
Topic: How to retrieve what kind of model
Replies: 7
Views: 8595

Re: How to retrieve what kind of model

You are right, I can totally use CollisionBounds and ColissionOffest to do that. Thanks for the good suggestion :wink:

Edit:
Using CollisionBounds.X with 1 to number of different sounds I want to make is nice, simple and working like a charm. Thanks :wink:
by Ats
Mon Jan 02, 2023 11:41 am
Forum: Extensions
Topic: XInput
Replies: 7
Views: 12884

Re: XInput

Years later, some players could not launch the game on Linux and I couldn't find why. After reinstalling Linux on my laptop, I discovered that it was not crashing for me because, at some point, I installed some weird XInput libraries for Linux. But with a fresh install, the game is crashing like eve...
by Ats
Mon Jan 02, 2023 10:14 am
Forum: General discussion
Topic: How to retrieve what kind of model
Replies: 7
Views: 8595

Re: How to retrieve what kind of model

Oh all right. I understand why you are doing that, but having it working in preview and not in release is a bit confusing :? I can manage with categories, even if enemies and obstacles have the same number for rendering and for cleaning all the models. I'll change that. For example, I'll have to cyc...
by Ats
Sun Jan 01, 2023 10:56 pm
Forum: General discussion
Topic: How to retrieve what kind of model
Replies: 7
Views: 8595

Re: How to retrieve what kind of model

All right, so now I have this weird bug where everything works in the ZGE preview, but not when the game is compiled (windows and android) :| Here's a strip down code of what I'm actually doing: int isModelPassingByMakesSound(xptr pointer) { if (pointer == null) return FALSE; // In case zbtRayTest t...
by Ats
Sun Jan 01, 2023 3:03 pm
Forum: General discussion
Topic: How to retrieve what kind of model
Replies: 7
Views: 8595

Re: How to retrieve what kind of model

Hahaha. Thanks Ville, you are totally right about the zgeSetUserModel. I had it on the enemies but not on the obstacles. And a quick search in the forum with that name leads directly to my own post being very clear about that very part... :lol: http://www.emix8.org/forum/viewtopic.php?p=10329#p10329...
by Ats
Sat Dec 31, 2022 11:39 am
Forum: General discussion
Topic: How to retrieve what kind of model
Replies: 7
Views: 8595

How to retrieve what kind of model

Hello, In order to play different sounds when walls or spaceships are passing by the player, I'm trying to retrieve what kind of model is passing around. I made this function (using ZgeBullet), that fire rays to test if models are passing around the player. Here's a striped down example for detectin...