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.Net Core Support #14

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emmauss opened this issue May 29, 2019 · 17 comments
Open

.Net Core Support #14

emmauss opened this issue May 29, 2019 · 17 comments

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@emmauss
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emmauss commented May 29, 2019

Is it possible to add .net core support support. I am currently looking for an input library for my project, which is a Net Core project. And it seems that sharpinput does not support NetCore, though it targets Net Standard.

@borrillis
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borrillis commented May 29, 2019

Since The core libraries are .NetStandard, they support .Net Core. The reason the samples aren't .Net Core is the lack of System.Windows.Forms support in .Net Core, which is coming in .Net Core 3, although that will be for .Net Core on Windows Desktop initially, I am sure it will be ported to Linux/MacOS in the future. How is your project interacting with the user, is it cmd line or graphical?

@emmauss
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emmauss commented May 29, 2019

Thing is, my project creates an Opentk window and renders to it. we have a working port of Opentk for Net Core, and the renderer works well, just not the input part. That side has a few issues.
It works for normal keyboard and mouse, but some gamepads are being detected wrongly. So I want to use a seperate library for game input.

@borrillis
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I would be very interested in seeing the port of OpenTK to .Net Core, For this project and Axiom

Which platforms are you targeting? Windows, MacOS, iOS, Android, X11?
SharpInputSystem is ready for Windows, Android, Linux and MacOS (through X11)

@emmauss
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emmauss commented May 29, 2019

Windows, linux and mac. though mac isn't really supported due to bad Opengl support on it. The opentk port is here, https://github.com/Ryujinx/Opentk . with the project being Ryujinx. The port is pretty 'minimal', is more of a direct port.

@borrillis
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I will add a OpenTK Sample using the OpenTK.NetStandard package for you.

@emmauss
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emmauss commented May 29, 2019

Thanks.

@emmauss
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emmauss commented May 29, 2019

the nuget package is this, https://www.nuget.org/packages/OpenTK.NetStandard/

@borrillis
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Yeah, I saw that, that's great!

@emmauss
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emmauss commented May 29, 2019

I want to ask, how is game pad support, esp for generic game pads. OpenTK tries to simulate XBox style layout, but that is not suitable for a lot of pads.

@borrillis
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borrillis commented May 29, 2019

I'd have to double check, but I don't think I assume any particular layout, just identify inputs and their current values. So if a pad has two sticks then it is reported as 4 separate axis, and if the pad has 6 buttons and two triggers then it might be reported as 6 buttons and and additional axis for the triggers.
Since I have platform specific assemblies, I can tailor how Xbox gamepads report vs generic. I have both available for testing.

@emmauss
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emmauss commented May 29, 2019

Oh, that's great.

@emmauss
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emmauss commented May 31, 2019

Any progress on the example?

@emmauss
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emmauss commented Jul 23, 2019

I am now able to run the library on net core, with some workarounds using a console application.

@borrillis
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@emmauss, many thanks for the bugs that you have reported, my apologies for taking so long to address the sample issue, I will be getting to that shortly. You are going to be added to the contributors list for your efforts, again, thanks. cc @all-contributors

@axiom3d axiom3d deleted a comment from allcontributors bot Dec 5, 2019
@axiom3d axiom3d deleted a comment from allcontributors bot Dec 5, 2019
@axiom3d axiom3d deleted a comment from allcontributors bot Dec 5, 2019
@axiom3d axiom3d deleted a comment from allcontributors bot Dec 5, 2019
@borrillis
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@all-contributors Please add @emmauss for contributing bugs

@allcontributors
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@borrillis

I've put up a pull request to add @emmauss! 🎉

@SalmaAssem2020
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@borrillis hi borrilis, um trying to use SharpInputSystem to handle keyboard input to be able to run my ,netcore project on linux, can you write any sample for it please.

Thanks,
Salma.

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