Search found 6 matches
- Sat Dec 09, 2017 7:06 pm
- Forum: Developer's Forum for macOS
- Topic: Filter by RegisterConnexionClient ID?
- Replies: 1
- Views: 55610
Filter by RegisterConnexionClient ID?
The documentation says "RegisterConnexionClient() returns a unique ID to identify your application to the driver. You will need to save this ID and pass it back to driver when calling certain SDK functions. You would also use this ID to filter events coming in. The driver will broadcast device ...
- Sun Dec 03, 2017 11:08 pm
- Forum: MacOS Discussion Forum
- Topic: Cross platform development
- Replies: 1
- Views: 5455
Re: Cross platform development
Ugh, I am sorry, I accidentally posted this in the "discussion" forum instead of the "development" forum. here is the post I should have made. I would delete this post but there does not seem to be a way to.
- Sun Dec 03, 2017 11:07 pm
- Forum: Developer's Forum for macOS
- Topic: Cross platform development
- Replies: 1
- Views: 50207
Cross platform development
I am attempting to port a piece of software that uses SpaceMouse from Windows to Mac. I did not write the Windows code. (If it matters, it is this https://github.com/ParcelRot/SpaceNav3D and it is open source a plugin for Unreal Editor). I started by opening the code on Mac and compiling it. What I ...
- Sun Dec 03, 2017 11:07 pm
- Forum: Developer's Forum for UNIX and Linux
- Topic: Crossplatform SpaceNavigator driver
- Replies: 3
- Views: 62260
Re: Crossplatform SpaceNavigator driver
Also I notice that on my mac there is a SpaceMouse app that allows me to configure the SpaceMouse. It lets me do things like swap axes. Will your code correctly take advantage of these configuration options? Or will you bypass it because you are sniffing raw HID messages…?
- Sun Dec 03, 2017 11:03 pm
- Forum: MacOS Discussion Forum
- Topic: Cross platform development
- Replies: 1
- Views: 5455
Cross platform development
I am attempting to port a piece of software that uses SpaceMouse from Windows to Mac. I did not write the Windows code. (If it matters, it is this https://github.com/ParcelRot/SpaceNav3D and it is a plugin for Unreal Editor). I started by opening the code on Mac and compiling it. What I was surprise...
- Sun Dec 03, 2017 10:54 pm
- Forum: Developer's Forum for UNIX and Linux
- Topic: Crossplatform SpaceNavigator driver
- Replies: 3
- Views: 62260
Re: Crossplatform SpaceNavigator driver
This is very interesting to me, can you elaborate? Does this offer the full set of functionality using the official SpaceMouse libraries will or does it handle a subset?
I gather this is meant to be built with qmake but a sample build invocation in the README would be helpful.
I gather this is meant to be built with qmake but a sample build invocation in the README would be helpful.