jinput: fix native loading

experimental
Kirill Vainer 9 years ago
parent f28d74a1f6
commit 2fc4e5b607
  1. 1
      jme3-jinput/build.gradle
  2. 7
      jme3-jinput/src/main/java/com/jme3/input/jinput/JInputJoyInput.java
  3. 5
      jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglContext.java

@ -6,6 +6,7 @@ dependencies {
compile project(':jme3-core')
compile project(':jme3-desktop')
compile 'net.java.jinput:jinput:2.0.6'
compile 'net.java.jinput:jinput-platform:2.0.6'
testCompile project(path: ':jme3-core', configuration: 'testOutput')
}

@ -12,6 +12,7 @@ import com.jme3.input.JoystickCompatibilityMappings;
import com.jme3.input.RawInputListener;
import com.jme3.input.event.JoyAxisEvent;
import com.jme3.input.event.JoyButtonEvent;
import com.jme3.system.NativeLibraryLoader;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
@ -73,6 +74,12 @@ public class JInputJoyInput implements JoyInput {
@Override
public void initialize() {
inited = true;
// Load natives
String extractPath = NativeLibraryLoader.getExtractionFolder().getAbsolutePath();
System.setProperty("net.java.games.input.librarypath", extractPath);
NativeLibraryLoader.loadNativeLibrary("jinput", true, false);
NativeLibraryLoader.loadNativeLibrary("jinput-dx8", true, false);
}
@Override

@ -172,11 +172,6 @@ public abstract class LwjglContext implements JmeContext {
if ("LWJGL".equals(settings.getAudioRenderer())) {
NativeLibraryLoader.loadNativeLibrary("openal", true);
}
if (settings.useJoysticks()) {
System.setProperty("net.java.games.input.librarypath", extractPath);
NativeLibraryLoader.loadNativeLibrary("jinput", true, false);
NativeLibraryLoader.loadNativeLibrary("jinput-dx8", true, false);
}
if (NativeLibraryLoader.isUsingNativeBullet()) {
NativeLibraryLoader.loadNativeLibrary("bulletjme", true);
}

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