[gamepad] Allow standard-mapped devices to have extra buttons or axes allow multiple mappings per device

2014-10-13 Thread Chad Austin
mapping. This feels noncontroversial to me because mappings only assign meaning to otherwise neutral indices in the buttons[] and axes[] arrays. For a given device, there can be many such meanings. -- Chad Austin http://chadaustin.me

[gamepad] Add an event-based input mechanism

2014-10-13 Thread Chad Austin
rapidly in low-frame-rate situations -- Chad Austin http://chadaustin.me

Re: [gamepad] Add an event-based input mechanism

2014-10-13 Thread Chad Austin
On Mon, Oct 13, 2014 at 1:06 AM, Florian Bösch pya...@gmail.com wrote: Note that events for axis input can (when wrongly handled) lead to undesirable behavior. For instance, suppose you have a 2-axis input you use to plot a line on screen. If you poll the positions and then draw a line from

Re: [gamepad] Allow standard-mapped devices to have extra buttons or axes allow multiple mappings per device

2014-10-13 Thread Chad Austin
On Mon, Oct 13, 2014 at 3:55 PM, Brandon Jones bajo...@google.com wrote: Re: change #1, with standard gamepad mappings today (at least in Chrome) we map any buttons that don't correspond to the official standard mapping to button[17] and up. This, of course, depends on which buttons are

=[xhr] Expose XMLHttpRequest priority

2014-09-30 Thread Chad Austin
? Thanks, -- Chad Austin Technical Director, IMVU http://chadaustin.me

Re: =[xhr] Expose XMLHttpRequest priority

2014-09-30 Thread Chad Austin
On Tue, Sep 30, 2014 at 5:28 AM, Anne van Kesteren ann...@annevk.nl wrote: On Tue, Sep 30, 2014 at 10:25 AM, Chad Austin caus...@gmail.com wrote: What will it take to get this added to the spec? There's been a pretty long debate on the WHATWG mailing list how to prioritize fetches of all