No, I'm not sure were the keyboard stuff could go. We need pygame only
to get the keycode mappings. Not very good. Other backends like ivtv
or bmovl2 don't even have keyboard support.
Right, some users won't be using the pygame display at all, and it doesn't make sense to require pygame just for keyboard support.
Right now, the keyboard ocde in rc.py is only a dummy and should be
moved to a different position. It should be the following code: when
you activate a display engine like pygame, it should be able to send
inputs like keys to the eventhandler. Other displays may do the same,
other don't do it (because they don't support keyboards).
Yes. And rc.py doesn't include much keyboard logic now either, mainly a Keyboard class that lets you attach a callback.
The big questions here: were to define the keymap? We could define the keymap inside sdl.py, but if pydfb also supports keyboard input, you need to define the map twice. But if we add pygame.locals to event
Also, pydfb follows the same interface as pygame but I have noticed that there are some differences and the key codes are one.
and/or main, we get into problems. I have no idea for a good solution to solve this. Also it should be possible for the user in his local_conf.py to redefine keyboard control. Maybe define a key code table of our own?
I think that we'll have to define a key code table of our own, one that users can change in their local_conf.py. If any given display backend also impliments keyboard input then maybe we could map them together, or perhaps the sdl (or other) backend will require an SDL_KEYMAP in the config (that a user could modify).
-Make a src/input/ directory and abstract the input sources there, similar to how src/gui/displays abstracts the display.
-Make all input come from plugins: input_pygame, input_lirc, input_evdev, input_mouse (lol), input_pydfb, input_kb (direct kb interface without pygame perhaps).
Don't know, the keyboard control is bound to the display. You couldn't
I think that's really just an assumption. It is definately bound to some displays and not to others.
use pygame keyboard + ivtv display or dfb keyboard + pygame.
Yes, those combinations will not work. I haven't done much with the pydfb keyboard input yet but directfb will allow you to dissable its keyboard driver. I will most likely (eventually) do that for myself and use a plugin to read remote controll input from the input event device.
-just move the pygame input into the sdl display module, if you're not using pygame then input will come from a plugin (evdev, lirc, etc), ie: still use other plugins for input.
Each display can provide an input.
...which may be completely different from one another. So, we find away to have a common Freevo keymap and provide a callback mechanism for input from the display backend?
-Rob
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