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openelec AND retroplayer? i need a clean pair of pants
Nice to hear RetroPlayer is moving forward. I have a question:
Will RetroPlayer work also on OpenELEC together with a RaspberryPi. The RPi-version of OE has no SDL to detect Joypads Sad
Philips TV with Kodi 20.2 with IPTV --- Orbsmart 500 Android 21 alpha/beta as Online-radio/TV in the kitchen
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RPI version would probably need to rely on udev then like retroarch does.
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I've added support for the Linux Joystick API, so joysticks can be used without SDL2. However, it lacks some udev code to actually discover the joysticks (currently just enumerates /dev/js* which can differ on various linux system).

Does anyone have a link to an example program known to enumerate joysticks/mice/keyboards etc via udev? I might be able to pull from XBMC's code but I haven't been able to locate the stuff I need yet.
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Not exactly what you want, but it might help... http://www.signal11.us/oss/udev. I'm not sure if the hidraw part is correct for what is desired here.

I've had some experience lately getting my gamepads to work in wine under linux and in other circumstances, and I'm happy to help. I'm familiar with most languages/coding used by XBMC/KODI (Not used to that name yet). Like anyone, my biggest shortcoming, is time. Smile
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Retroarch has code in it for enumerating devices from udev and as a fall back udev should probably be preferred as the old joystick api is deprecated and isn't guaranteed to be available whereas udev almost certainly is. SDL defaults to using udev anyhow as I believe it gives slightly better latency.
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RPi: RetroArch under OE detects my controller (Logitech Dual Action) without problems and it works ootb. In OE Kodi it doesn't work, but it is detected by the Kernel
http://openelec.tv/forum/124-raspberry-p...esn-t-work
Philips TV with Kodi 20.2 with IPTV --- Orbsmart 500 Android 21 alpha/beta as Online-radio/TV in the kitchen
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Garbgear,

for udev Linux joystick code SDL2 itself is a very good reference. Have a look at,

http://hg.libsdl.org/SDL/file/704a0bfecf...joystick.c

Also, I've doing a SDL/SDL2 joystick/gamepad implementation for RBDoom3-BFG. I created some small joystick testing programs with hot-plug and gamepad support. I think implementing SDL2 gamepad support it is a very important feature that Kodi should include ASAP. It allows any user to create a universal mapping from his/her joystick to a know gamepad layout that every SDL2 aplication can use. Please have a look here and hope it helps,

https://github.com/Wintermute0110/RBDOOM...ster/utils

Another very nice feature of Doom3 is it's ability to bind either joystick/axis to actions and currently Kodi lacks that feature. For example, Xbox left and right triggers are axis from the point of view of SDL/SDL2. However, the user should be able to bind an axis to an action that requires a button. Doing this is fairly easy and will remove a lot of Linux configuration headaches (with xboxdrv) when you have an Xbox controller and want to use triggers as buttons (for example, you want the Xbox controller to act like a PS2 controller, where instead of LB, LR, LT, LR you have L1, L2, R1, R2).
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(2014-12-16, 04:17)techmunk Wrote: Not exactly what you want, but it might help... http://www.signal11.us/oss/udev. I'm not sure if the hidraw part is correct for what is desired here.
(2014-12-16, 16:13)OmniBlade Wrote: Retroarch has code in it for enumerating devices from udev and as a fall back udev should probably be preferred as the old joystick api is deprecated and isn't guaranteed to be available whereas udev almost certainly is. SDL defaults to using udev anyhow as I believe it gives slightly better latency.
(2014-12-17, 12:32)Wintermute0110 Wrote: for udev Linux joystick code SDL2 itself is a very good reference. Have a look at, http://hg.libsdl.org/SDL/file/704a0bfecf...joystick.c

Also, I've doing a SDL/SDL2 joystick/gamepad implementation for RBDoom3-BFG. I created some small joystick testing programs with hot-plug and gamepad support. I think implementing SDL2 gamepad support it is a very important feature that Kodi should include ASAP. It allows any user to create a universal mapping from his/her joystick to a know gamepad layout that every SDL2 aplication can use. Please have a look here and hope it helps,

https://github.com/Wintermute0110/RBDOOM...ster/utils

These are great resources, thank you guys.

Now I have a little present for you Wink

As I mentioned before, I decided to move the platform-specific joystick code to binary add-ons. I created a new kind of add-on, "peripheral add-on", that can offer one or more types of peripherals. Currently, only joysticks can be offered. Next on my list, media readers like the Retrode will let you download ROMs from cartridges, launch games instantly by plugging them in, upload save games, etc. OFC we must "change one thing at a time". Media readers should only come after we've finished the API for joysticks.

The central repo for peripheral add-ons is now available at https://github.com/garbear/xbmc-peripheral-addons

The initial version supports 4 APIs: DirectInput, XInput (for windows), SDL v1 and the Linux Joystick API. The Joystick add-on is based on my work for RetroPlayer, so there's some SDL fixes between Gotham and Helix that need to be incorporated. Full list here: https://github.com/xbmc/xbmc/commits/Hel...ystick.cpp . The important change, SDLv1 -> SDLv2, is PR:5364

Windows and Linux build right now. I haven't finished implementing peripheral add-ons in Kodi yet. I'll try to finish by the weekend so that we can load the add-on and test it out.

The code is meant to be run both as an add-on and a standalone app, so until then, someone could easily test by replacing the addon.cpp entry point with a main.cpp and compiling as an executable. Logging will intelligently switch between stdout and Kodi's log system, depending on if the code is loaded as an add-on or run as an executable.

Feel free to play around with the joystick code so far. Joystick APIs and logging is included, the Key Mapper and persistent storage are still empty folders. Persistent storage for keymaps could include a local XML dump, frontend-provided storage like a central MySQL database, cloud storage, read-only remote databases (like the SDL Game Controller DB) and read-write remote DBs (to allow for "voting" on keymaps and data curation).
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(2013-08-13, 18:46)garbear Wrote: RetroPlayer can now be used in an embedded linux environment via OpenELEC.

  1. Clone my OpenELEC fork: https://github.com/garbear/OpenELEC.tv
  2. cd into tools/mkpkg and run ./mkpkg_xbmc-retroplayer
  3. Compile OpenELEC using "XBMC=retroplayer", e.g. time PROJECT=Generic ARCH=x86_64 XBMC=retroplayer make release

Does this still work? Tried to build in Ubuntu 14.04

Getting an error that seems simple . . .

****The following packages were not installed correctly****
default-jre



I noticed openjdk 7 is installed with ubuntu 14, but I went ahead and added 6 as well. Still no luck
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I haven't tried building this since 2013, so I'm not surprised it doesn't work anymore. Try building an unmodified OpenELEC image from https://github.com/OpenELEC/OpenELEC.tv . If this fails, the development section on their forum might be able to answer your question
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(2015-02-07, 06:10)garbear Wrote: I haven't tried building this since 2013, so I'm not surprised it doesn't work anymore. Try building an unmodified OpenELEC image from https://github.com/OpenELEC/OpenELEC.tv . If this fails, the development section on their forum might be able to answer your question

Yep, figured it out thanks
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I've picked up my efforts again of creating OpenELEC builds. it looks like I need to get the tools/mkpkg/mkpkg_kodi script to copy my source archives to the proper location. gotta look into this.

If anyone can offer some OpenELEC help that'd be great

https://github.com/garbear/OpenELEC.tv
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(2015-06-25, 01:18)garbear Wrote: I've picked up my efforts again of creating OpenELEC builds. it looks like I need to get the tools/mkpkg/mkpkg_kodi script to copy my source archives to the proper location. gotta look into this.

If anyone can offer some OpenELEC help that'd be great

https://github.com/garbear/OpenELEC.tv

What I do is use a modified tools/mkpkg/mkpkg_kodi that creates the source tarballs from a local kodi git repository (there's one tarball for kodi and another for kodi-theme-Confluence), and then copies the new tarballs into the sources/kodi and sources/kodi-theme-Confluence folders. The modified mkpkg_kodi uses the current PKG_VERSION from mediacenter/kodi/package.mk when creating the tarballs so that OpenELEC uses my new tarballs during the build.

The alternative is to package kodi in the normal way (ie. not using a modified mkpkg), then hosting this new version on a web site somewhere, modifying mediacenter/kodi/package.mk with your new version and also your website url, so that OpenELEC can download your source tarball during the build - this is waaayy more effort... Smile

All the source code I use is included inside each of my builds - have a look at packages/make-kodi-latest.sh, which processes the repository packages/kodi-latest and writes the source tarballs into OpenELEC.tv/sources (you'll need to faff about with profiles, "PROFILE=pi2 packages/make-kodi-latest.sh" should work, but hopefully you get the gist of what's going on).
Texture Cache Maintenance Utility: Preload your texture cache for optimal UI performance. Remotely manage media libraries. Purge unused artwork to free up space. Find missing media. Configurable QA check to highlight metadata issues. Aid in diagnosis of library and cache related problems.
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Thanks Milhouse, I forgot about mkpkg script. I created a basic mkpkg_kodi-retroplayer based on mkpkg_kodi. things seem to be compiling now. Expect builds in a few hours
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I was able to build Generic x86_64. no game or peripheral add-ons were included though. here's my retroplayer additions: https://github.com/garbear/OpenELEC.tv/commit/22eff12

is there something special I need to do for the new binary add-ons?
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