Daniel Stone daniel@... writes:
I know I've had some trouble expressing my problems with the
every-gamepad-in-a-seat proposal, but this pretty much hits the nail
on the head. How does the gamepad's focus get assigned (and change)
if it's in its own seat? Does it always follow the focus of
On Tue, 14 May 2013 04:49:39 + (UTC)
Rick Yorgason r...@firefang.com wrote:
Daniel Stone daniel@... writes:
I know I've had some trouble expressing my problems with the
every-gamepad-in-a-seat proposal, but this pretty much hits the nail
on the head. How does the gamepad's focus get
(Still digesting the rest of the thread.)
On 14 May 2013 08:11, Peter Hutterer peter.hutte...@who-t.net wrote:
the other thing that made me thing about your approach:
with the gamepad_manager, you've got an extra layer in the tree for gamepads
that pointers/keyboards don't have. that's not a
Hi,
On 14 May 2013 05:49, Rick Yorgason r...@firefang.com wrote:
Okay, so the most common configuration would be one seat with a mouse,
keyboard, and gamepad. If you only ever play single player games, this is
all you would see.
When you have multiplayer games, you just want to be able to
On Tue, May 14, 2013 at 10:18 AM, Daniel Stone dan...@fooishbar.org wrote:
Hi,
On 14 May 2013 05:49, Rick Yorgason r...@firefang.com wrote:
Okay, so the most common configuration would be one seat with a mouse,
keyboard, and gamepad. If you only ever play single player games, this is
all
Rick Yorgason wrote:
When you have multiplayer games, you just want to be able to launch the game
and have everybody automatically in it. You don't want your extra players to
have to think about focusing the app or anything like that.
That's the crux of the problem: how do you have one focus
Hi Bill,
In reply to everything below, I don't think there's anything in any of
the proposals that prevents compositors from implementing pointer
emulation for gamepads, or from suspending that emulation when a game
has the gamepad's focus.
-Rick-
On 2013-05-14 15:08, Bill Spitzak wrote:
On Mon, 13 May 2013 09:12:03 +1000
Peter Hutterer peter.hutte...@who-t.net wrote:
On Fri, May 10, 2013 at 10:41:45AM +0300, Pekka Paalanen wrote:
On Thu, 9 May 2013 16:44:09 +1000
Peter Hutterer peter.hutte...@who-t.net wrote:
On Mon, May 06, 2013 at 03:36:20PM +0300, Pekka Paalanen
On Mon, May 13, 2013 at 2:33 AM, David Herrmann dh.herrm...@gmail.com wrote:
That is why the kernel provides PHYS and UNIQ fields for every
input device (they might be empty if not implemented, but at least
they're supposed to be there..). PHYS provides the physical location
for the device.
Hi,
On 13 May 2013 07:14, Pekka Paalanen ppaala...@gmail.com wrote:
On Mon, 13 May 2013 09:12:03 +1000
Peter Hutterer peter.hutte...@who-t.net wrote:
Those were exactly my thoughts in the beginning, however during the way
long email thread, I got convinced otherwise for now. There are a few
On Fri, May 10, 2013 at 10:41:45AM +0300, Pekka Paalanen wrote:
On Thu, 9 May 2013 16:44:09 +1000
Peter Hutterer peter.hutte...@who-t.net wrote:
On Mon, May 06, 2013 at 03:36:20PM +0300, Pekka Paalanen wrote:
[...]
I had a private chat with Daniel, and we came to an understanding,
On Thu, May 09, 2013 at 05:41:23PM -0700, Bill Spitzak wrote:
Peter Hutterer wrote:
assuming we have two clients C1, C2, and C1 has the gamepad open, what is
the behaviour of the gamepad and the shared pointer:
- when the gp-controlled pointer enters/leaves C1's surface
- when the
On Thu, 9 May 2013 16:44:09 +1000
Peter Hutterer peter.hutte...@who-t.net wrote:
On Mon, May 06, 2013 at 03:36:20PM +0300, Pekka Paalanen wrote:
[...]
I had a private chat with Daniel, and we came to an understanding,
which I try to describe below. The interface names below are more like
On Thu, 9 May 2013 10:49:03 + (UTC)
Rick Yorgason r...@firefang.com wrote:
Pekka Paalanen ppaalanen@... writes:
From the game's point of view, it will need to iterate over all
wl_seats. For each seat with the gamepad capability bit set, create a
wl_gamepad_manager, receive all
Peter Hutterer peter.hutterer@... writes:
assuming we have two clients C1, C2, and C1 has the gamepad open, what is
the behaviour of the gamepad and the shared pointer:
- when the gp-controlled pointer enters/leaves C1's surface
- when the gp-controlled pointer enters and clicks inside
Hi,
On 9 May 2013 11:49, Rick Yorgason r...@firefang.com wrote:
But now I'm seriously wondering, does the compositor really need *any*
protocol support to handle this case? I think we've been assuming that each
seat will get its own free reign over the desktop, but isn't the compositor
free
Pekka Paalanen ppaalanen@... writes:
Also, allowing multiple gamepads in one seat does not exclude the seat
approach. A server could still assign every gamepad to a different
seat, provided it had some way to solve the focus assignment.
Unfortunately, that comes at the expense of requiring
Daniel Stone daniel@... writes:
Why put it in a seat, then? If it's not going to go in with a
keyboard, mouse or touch device, don't bother with the seats, just
keep it as a separate object. The purpose of seats was to aggregate
and relate input devices. If all you're doing with wl_seat is
Peter Hutterer wrote:
Because C1 has the gamepad open, the pointer is no longer shared,
and it thus acts exactly like the pointer is only controlled by the
mouse. There is no gp-controlled pointer.
this makes C1 a pointer-trap, similar to qemu's behaviour under X. if you
accidentally move
On Wed, May 08, 2013 at 09:38:53AM +0300, Pekka Paalanen wrote:
On Tue, 07 May 2013 12:14:56 -0700
Bill Spitzak spit...@gmail.com wrote:
Pekka Paalanen wrote:
If you want to move a pointer with a gamepad in a game, then implement
that whole pointer thing in the game. Don't screw up
On Mon, May 06, 2013 at 08:06:35PM -0500, Vincent Povirk wrote:
Windows used to do this and it is completely nuts. They fixed it in recent
versions
I don't know what version of Windows you're using, but I can still
observe this behavior in the Windows 8 file dialogs. I wrote a program
to
On Tue, May 07, 2013 at 11:14:08AM -0400, Todd Showalter wrote:
On Tue, May 7, 2013 at 3:23 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Yeah, like Daniel said, there is no concept of a return value.
When a client creates a new object, the server can only either agree,
or disconnect
On Mon, May 06, 2013 at 03:36:20PM +0300, Pekka Paalanen wrote:
[...]
I had a private chat with Daniel, and we came to an understanding,
which I try to describe below. The interface names below are more like
placeholders for now.
Into wl_seat, we should add a capability bit for gamepad. When
On Wed, May 08, 2013 at 11:46:43AM +, Rick Yorgason wrote:
Rick Yorgason rick@... writes:
Having the two controllers paired doesn't solve 3. There are a lot of UI
problems with having two pointers running around the screen that share a
focus. Let's say they're one of those crazy
Pekka Paalanen ppaalanen@... writes:
From the game's point of view, it will need to iterate over all
wl_seats. For each seat with the gamepad capability bit set, create a
wl_gamepad_manager, receive all wl_gamepad objects, and for each
wl_gamepad receive the player id. Create your surfaces,
Peter Hutterer wrote:
plus, it's not clear which axes/buttons on the gamepad represent axis
movement for pointers.
I think that is going to have to be figured out anyway. There certainly
was a lot of talk about having the same buttons on different gamepads
produce events that the client can
On Thu, May 9, 2013 at 5:49 AM, Rick Yorgason r...@firefang.com wrote:
Pekka Paalanen ppaalanen@... writes:
From the game's point of view, it will need to iterate over all
wl_seats. For each seat with the gamepad capability bit set, create a
wl_gamepad_manager, receive all wl_gamepad
Peter Hutterer wrote:
assuming we have two clients C1, C2, and C1 has the gamepad open, what is
the behaviour of the gamepad and the shared pointer:
- when the gp-controlled pointer enters/leaves C1's surface
- when the gp-controlled pointer enters and clicks inside the surface
- when the
On Tue, 07 May 2013 12:14:56 -0700
Bill Spitzak spit...@gmail.com wrote:
Pekka Paalanen wrote:
If you want to move a pointer with a gamepad in a game, then implement
that whole pointer thing in the game. Don't screw up the protocol for
it.
I was under the impression that a seat can
Rick Yorgason rick@... writes:
Having the two controllers paired doesn't solve 3. There are a lot of UI
problems with having two pointers running around the screen that share a
focus. Let's say they're one of those crazy users that like sloppy-
focus. What happens when the two cursors
Rick Yorgason rick@... writes:
In thinking more about this some more, I don't even think these seats need
to be aggregated. A second-class wl_seat would just mean This seat is
intended to be used at the application level rather than the compositor
level, and it will send enter/leave events to
I like the second-class seat proposal. got the roughly
same idea
called it a focus inherit seat.
It's kind of a child seat that is, for some reason, not
capable
to change it's own focus, instead it follows the mother
seat focus.
Nice thing is, the seat id = player id, making the player
id
Rick Yorgason wrote:
Currently it would make perfect sense for wl_gamepad to use wl_keyboard's
focus except... what do you do if there is no keyboard? This would have been
an easier problem to solve if we could just say that wl_keyboard and
wl_gamepad both use wl_seat's focus.
If the gamepad
Bill Spitzak spitzak@... writes:
If the gamepad can move the pointer then I think the buttons should go
to the pointer focus.
I think if the gamepad is emulating a pointer, it should go all the way and
send wl_pointer events.
I believe this is perfectly workable with the proposed design. The
Martin Minarik minarik11@... writes:
Most common scenario would be:
A: joypad 1 on mother seat with keyboard and pointer
B: joypad 2 on child seat
Let's say:
- user plugs another keyboard and pointer, udev assigns it
to B:
- weston promotes B: to mother seat
The situation is as
to keep
in mind, that they are also often used input devices for
games/simulations, and this debate seems to be about gamepads only (in
my eyes, but I'm not an expert).
Well, this particular email was about pointer devices only, not
joysticks. Joysticks are not pointers, so they don't have
On Mon, 06 May 2013 11:07:03 -0700
Bill Spitzak spit...@gmail.com wrote:
Pekka Paalanen wrote:
sending pointer axis events (i.e. scroll wheel) to the window with
the keyboard focus is... unexplored. If it is ok to send axis events
outside of a wl_pointer.enter/leave pair, then it's
Hi Todd,
Daniel nicely replied to the most important comments, here are a few
more.
On Mon, 6 May 2013 09:48:47 -0400
Todd Showalter t...@electronjump.com wrote:
On Mon, May 6, 2013 at 8:36 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Into wl_seat, we should add a capability bit for
On Tue, May 7, 2013 at 3:23 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Yeah, like Daniel said, there is no concept of a return value.
When a client creates a new object, the server can only either agree,
or disconnect the client with a protocol error. Any other behaviour
requires
On Tue, 7 May 2013 11:14:08 -0400
Todd Showalter t...@electronjump.com wrote:
On Tue, May 7, 2013 at 3:23 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Yeah, like Daniel said, there is no concept of a return value.
When a client creates a new object, the server can only either agree,
On Tue, May 7, 2013 at 1:02 PM, Pekka Paalanen ppaala...@gmail.com wrote:
This would work too. The main thing is dealing well with the
single player case where the player is replacing a gamepad. This
could be because:
- they wandered out of RF range when they were getting a drink
-
Hi,
On 7 May 2013 16:14, Todd Showalter t...@electronjump.com wrote:
On Tue, May 7, 2013 at 3:23 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Yeah, like Daniel said, there is no concept of a return value.
When a client creates a new object, the server can only either agree,
or disconnect
Pekka Paalanen wrote:
If you want to move a pointer with a gamepad in a game, then implement
that whole pointer thing in the game. Don't screw up the protocol for
it.
I was under the impression that a seat can have more than one mouse
and they both move the single pointer, but that does not
Todd Showalter wrote:
My temptation would actually be to say that when focus goes to a
new application, we treat buttons that are down as if they were up;
don't send a release when they are lifted. So, if I'm holding down
SELECT when focus enters the client window and then release it,
On Sun, 5 May 2013 15:27:54 -0400
Todd Showalter t...@electronjump.com wrote:
On Sun, May 5, 2013 at 12:55 PM, Pekka Paalanen ppaala...@gmail.com wrote:
In a wl_seat, we have one kbd focus, and one pointer focus. These
two are unrelated, except sometimes some pointer action may change
On Sun, 5 May 2013 15:27:54 -0400
Todd Showalter t...@electronjump.com wrote:
On Sun, May 5, 2013 at 12:55 PM, Pekka Paalanen ppaala...@gmail.com wrote:
I was thinking of adding a third one: the gamepad focus. It could
be independent from kbd and pointer foci, or maybe it is assigned
Hi Pekka
On Mon, May 6, 2013 at 8:54 AM, Pekka Paalanen ppaala...@gmail.com wrote:
On Sun, 5 May 2013 15:27:54 -0400
Todd Showalter t...@electronjump.com wrote:
Having given it some thought, I'd be inclined to be cautious about
how much you consider the gamepad-with-builtin-keyboard case.
Hi,
On 5 May 2013 17:55, Pekka Paalanen ppaala...@gmail.com wrote:
On Fri, 3 May 2013 17:42:20 +0100
Daniel Stone dan...@fooishbar.org wrote:
tl;dr: wl_seat has a very specific meaning of a set of devices with
one focus, please don't abuse it.
I'm not too clear on what it is.
In a
On 2013-05-06, at 2:54 AM, Pekka Paalanen ppaala...@gmail.com wrote:
I don't think there's any problem in principle with the gamepad
events being delivered to the same client that has keyboard focus.
The only annoying thing is if (in a multiplayer game) someone can
screw you by sending you
On Mon, 6 May 2013 11:01:28 +0100
Daniel Stone dan...@fooishbar.org wrote:
Hi,
On 5 May 2013 17:55, Pekka Paalanen ppaala...@gmail.com wrote:
On Fri, 3 May 2013 17:42:20 +0100
Daniel Stone dan...@fooishbar.org wrote:
tl;dr: wl_seat has a very specific meaning of a set of devices with
On Mon, May 6, 2013 at 8:36 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Into wl_seat, we should add a capability bit for gamepad. When the bit
is set, a client can send wl_seat::get_gamepad_manager request, which
creates a new wl_gamepad_manager object. (Do we actually need a
capability
On 6 May 2013 14:48, Todd Showalter t...@electronjump.com wrote:
On Mon, May 6, 2013 at 8:36 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Into wl_seat, we should add a capability bit for gamepad. When the bit
is set, a client can send wl_seat::get_gamepad_manager request, which
creates a new
Pekka Paalanen wrote:
sending pointer axis events (i.e. scroll wheel) to the window with
the keyboard focus is... unexplored. If it is ok to send axis events
outside of a wl_pointer.enter/leave pair, then it's perfectly doable.
Is it, I don't know. I don't see a reason it wouldn't work, if
Pekka Paalanen ppaalanen@... writes:
This design allows several gamepads associated with one wl_seat, and
thus one focus. It also allows gamepads to be assigned to different
seats, but then we will have more problems on managing the foci, not
unlike with keyboards. Hopefully there are no
On Mon, May 6, 2013 at 5:10 PM, Rick Yorgason r...@firefang.com wrote:
Pekka Paalanen ppaalanen@... writes:
This design allows several gamepads associated with one wl_seat, and
thus one focus. It also allows gamepads to be assigned to different
seats, but then we will have more problems on
Jason Ekstrand jason@... writes:
Scenario 2) Two users are using a multi-user display server. Each user
has a keyboard, mouse, and gamepad. User 2 has to set up their wl_seat
using some
configuration window built into the display server, but once that's done
each user can jump in and out of a
Windows used to do this and it is completely nuts. They fixed it in recent
versions
I don't know what version of Windows you're using, but I can still
observe this behavior in the Windows 8 file dialogs. I wrote a program
to work around it: https://github.com/madewokherd/xscrollwheel
Some
On Mon, May 6, 2013 at 9:06 PM, Vincent Povirk madewokh...@gmail.com wrote:
A compositor could just drop events that aren't over a focused window,
and it would solve Todd's problem, unless he's also expecting to be
able to scroll things without hovering over them.
My problem is that I
Vincent Povirk wrote:
Windows used to do this and it is completely nuts. They fixed it in recent
versions
Some toolkits on Windows, like gtk, direct scroll wheel input based on
cursor position, but they're not really using the native windowing
system for their widgets. The upshot of this
Todd Showalter wrote:
On Mon, May 6, 2013 at 9:06 PM, Vincent Povirk madewokh...@gmail.com wrote:
A compositor could just drop events that aren't over a focused window,
and it would solve Todd's problem, unless he's also expecting to be
able to scroll things without hovering over them.
On Fri, 3 May 2013 17:42:20 +0100
Daniel Stone dan...@fooishbar.org wrote:
Hi,
On 3 May 2013 08:17, Pekka Paalanen ppaala...@gmail.com wrote:
On Thu, 2 May 2013 19:28:41 +0100
Daniel Stone dan...@fooishbar.org wrote:
There's one crucial difference though, and one that's going to come up
On Sun, May 5, 2013 at 12:55 PM, Pekka Paalanen ppaala...@gmail.com wrote:
In a wl_seat, we have one kbd focus, and one pointer focus. These
two are unrelated, except sometimes some pointer action may change
the kbd focus. Most of the time, they have no relation.
As a total aside, OSX has
On Thu, 2 May 2013 18:18:27 + (UTC)
Rick Yorgason r...@firefang.com wrote:
Pekka Paalanen ppaalanen@... writes:
Yes, I agree.
Even if BP was not a nesting compositor, making the home button
minimize the active window would usually get you to the BP right
under it. The task
On Thu, 2 May 2013 19:28:41 +0100
Daniel Stone dan...@fooishbar.org wrote:
Hi,
On 2 May 2013 10:44, Pekka Paalanen ppaala...@gmail.com wrote:
On Tue, 30 Apr 2013 09:14:48 -0400
Todd Showalter t...@electronjump.com wrote:
The question is, is a gamepad an object, or is a *set* of
On Thu, 2 May 2013 10:46:56 -0400
Todd Showalter t...@electronjump.com wrote:
On Thu, May 2, 2013 at 5:44 AM, Pekka Paalanen ppaala...@gmail.com
wrote:
On Tue, 30 Apr 2013 09:14:48 -0400
Todd Showalter t...@electronjump.com wrote:
...
The question is, is a gamepad an object, or is a
On Fri, May 3, 2013 at 3:34 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Yup. Whatever we do, we get it wrong for someone, so there needs to be
a GUI to fix it. But should that GUI be all games' burden, or servers'
burden...
Along with the GUI is the burden of implementing the default
On Fri, 3 May 2013 03:51:33 -0400
Todd Showalter t...@electronjump.com wrote:
On Fri, May 3, 2013 at 3:34 AM, Pekka Paalanen ppaala...@gmail.com
wrote:
Yup. Whatever we do, we get it wrong for someone, so there needs to
be a GUI to fix it. But should that GUI be all games' burden, or
On Fri, May 3, 2013 at 6:42 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Sure, the heuristics can cover a lot, but there is still the mad case,
and also the initial setup (system started with 3 new gamepads hooked
up), where one may want to configure manually. The GUI is just my
reminder,
On Fri, 3 May 2013 09:12:20 -0400
Todd Showalter t...@electronjump.com wrote:
On Fri, May 3, 2013 at 6:42 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Sure, the heuristics can cover a lot, but there is still the mad case,
and also the initial setup (system started with 3 new gamepads
-driven, which makes
sense; most modern desktop applications spend most of their time doing
nothing and waiting for the user to generate input. Games are
different, in that they tend to be simulation-based, and things are
happening regardless of whether the player is providing input
Hi,
On 21 April 2013 06:28, Todd Showalter t...@electronjump.com wrote:
On Fri, Apr 19, 2013 at 7:08 PM, Bill Spitzak spit...@gmail.com wrote:
I think this is going to require pointer warping. At first I thought it
could be done by hiding the pointer and faking it's position, but that would
Hi,
On 29 April 2013 18:44, Bill Spitzak spit...@gmail.com wrote:
Has anybody thought about pens (ie wacom tablets)? These have 5 degrees of
freedom (most cannot distinguish rotation about the long axis of the pen).
There are also spaceballs with full 6 degrees of freedom.
As Todd said, these
Hi,
On 3 May 2013 08:17, Pekka Paalanen ppaala...@gmail.com wrote:
On Thu, 2 May 2013 19:28:41 +0100
Daniel Stone dan...@fooishbar.org wrote:
There's one crucial difference though, and one that's going to come up
when we address graphics tablets / digitisers too. wl_pointer works
as a
On Fri, May 3, 2013 at 12:12 PM, Daniel Stone dan...@fooishbar.org wrote:
I think edge resistance/edge snapping really wants pointer warping as
well.
It's really difficult to achieve a nicely responsive and fluid UI
(i.e. doing this without jumps) when you're just warping the pointer.
Pekka Paalanen ppaalanen@... writes:
Maybe there could be some scheme, where we would not need to have the
wl_seat-player mapping configurable in games after all, if one goes
with server side heuristics. There are also the things Daniel wrote
about, which link directly to what we can
Daniel Stone and Pekka Paalanen wrote:
...a bunch of stuff about per-player keyboards and wl_seats...
Okay, let's go over some typical situations:
* It's common for controllers to have keyboard and/or headset attachments,
and built-in touch screens are becoming more common. These are clearly
Todd Showalter wrote:
Decelerate/accelerate would cover all the cases I can think of.
I thought you said the speed of mouse movement controlled whether it
slowed down or not. Ie if the user quickly dragged the slider to the
bottom then the scrollbar was at the bottom, but if they moved
Pekka Paalanen ppaalanen@... writes:
Uh oh, yuk...
I wonder if one would have serious trouble achieving the same on
Wayland. X is so much more liberal on what one can do wrt. protocol and
the C API. For instance, in X I believe one can query a lot of stuff
from the server, in Wayland
On Tue, 30 Apr 2013 10:30:33 -0500
Jason Ekstrand ja...@jlekstrand.net wrote:
On Tue, Apr 30, 2013 at 10:25 AM, Todd Showalter
t...@electronjump.comwrote:
On Tue, Apr 30, 2013 at 9:26 AM, Pekka Paalanen
ppaala...@gmail.com wrote:
unfortunately that is not how Wayland works at all.
On Thu, May 2, 2013 at 5:44 AM, Pekka Paalanen ppaala...@gmail.com wrote:
On Tue, 30 Apr 2013 09:14:48 -0400
Todd Showalter t...@electronjump.com wrote:
I'm getting set up to write code. Someone kindly gave me a bash
script to pull down all the components, so once I get things set up
Pekka Paalanen ppaalanen@... writes:
Yes, I agree.
Even if BP was not a nesting compositor, making the home button
minimize the active window would usually get you to the BP right under
it. The task switcher would be more reliable, though, and also allow to
get back to the game. It is all
Hi,
On 2 May 2013 10:44, Pekka Paalanen ppaala...@gmail.com wrote:
On Tue, 30 Apr 2013 09:14:48 -0400
Todd Showalter t...@electronjump.com wrote:
The question is, is a gamepad an object, or is a *set* of gamepads
an object?
Both, just like a wl_pointer can be one or more physical mice.
Hi Todd,
you've provided lots of valuable information already. Unfortunately my
input is left as hand-waving, since I cannot dedicate to designing this
protocol myself (as in writing the XML spec).
On Mon, 29 Apr 2013 10:17:31 -0400
Todd Showalter t...@electronjump.com wrote:
On Mon, Apr 29,
On 04/27/2013 03:05 AM Todd Showalter wrote:
I failed to reply-all before, so I'm forwarding this back to the list.
On Fri, Apr 26, 2013 at 5:46 PM, Jason Ekstrandja...@jlekstrand.net wrote:
My first general comment is about floating point. I'm not 100% sure what
all went into the design
Has anybody thought about pens (ie wacom tablets)? These have 5 degrees
of freedom (most cannot distinguish rotation about the long axis of the
pen). There are also spaceballs with full 6 degrees of freedom.
One idea I remember from Irix was that all the analog controls were
1-dimensional. A
On Thu, Apr 25, 2013 at 8:50 AM, Pekka Paalanen ppaala...@gmail.com wrote:
Todd has already listed what features a standard gamepad or controller
has. Now someone should start designing the protocol. :-)
Based on the wl_pointer docs, I should think it would look
something like this:
Todd,
I think you forgot reply-all. I add wayland-devel again.
On Fri, Apr 26, 2013 at 5:50 PM, Todd Showalter t...@electronjump.comwrote:
On Fri, Apr 26, 2013 at 5:46 PM, Jason Ekstrand ja...@jlekstrand.net
wrote:
My first general comment is about floating point. I'm not 100% sure what
On Fri, Apr 26, 2013 at 8:40 PM, Jason Ekstrand ja...@jlekstrand.net wrote:
I think you forgot reply-all. I add wayland-devel again.
Blast. Sorry about that. Thanks!
There is, actually:
expanded = (base 7) | (base 1);
ie: repeat the bit pattern down into the lower bits.
I failed to reply-all before, so I'm forwarding this back to the list.
On Fri, Apr 26, 2013 at 5:46 PM, Jason Ekstrand ja...@jlekstrand.net wrote:
My first general comment is about floating point. I'm not 100% sure what
all went into the design decision to make wl_fixed have 8 bits of
On Wed, 24 Apr 2013 10:03:35 -0500
Jason Ekstrand ja...@jlekstrand.net wrote:
On Wed, Apr 24, 2013 at 9:41 AM, Todd Showalter
t...@electronjump.comwrote:
On Wed, Apr 24, 2013 at 2:26 AM, David Herrmann
dh.herrm...@gmail.com wrote:
I'm currently looking into an interface that provides
Hi Todd
On Tue, Apr 23, 2013 at 4:12 PM, Todd Showalter t...@electronjump.com wrote:
On Tue, Apr 23, 2013 at 7:25 AM, Pekka Paalanen ppaala...@gmail.com wrote:
what you describe here is very much a keymap-like database for game
controllers: translating from button and axis indices to labels
On Wed, 24 Apr 2013 08:26:19 +0200
David Herrmann dh.herrm...@gmail.com wrote:
Hi Todd
On Tue, Apr 23, 2013 at 4:12 PM, Todd Showalter t...@electronjump.com wrote:
On Tue, Apr 23, 2013 at 7:25 AM, Pekka Paalanen ppaala...@gmail.com wrote:
what you describe here is very much a
On Wed, Apr 24, 2013 at 9:41 AM, Todd Showalter t...@electronjump.comwrote:
On Wed, Apr 24, 2013 at 2:26 AM, David Herrmann dh.herrm...@gmail.com
wrote:
That's a known problem that isn't easy to fix. Of course, we can
adjust the kernel driver, but this breaks applications that expect the
On Wed, Apr 24, 2013 at 11:03 AM, Jason Ekstrand ja...@jlekstrand.net wrote:
I realize that my little Android project shouldn't be the sole driver of
protocol decisions, but I don't think that is the only case where game
controller events would come from something that's not evdev. As another
On 04/23/2013 11:26 PM, David Herrmann wrote:
I'm currently looking into an interface that provides file-descriptors
for wl_keyboard/wl_mouse for clients. The FDs are muted (EVIOCMUTE
proposed on linux-input by krh) while clients are inactive and unmuted
when they get input focus. This is
Todd Showalter todd@... writes:
The core of my argument here is that there should be a standard
gamepad coming through the event system, much like the standard mouse
does. The standard gamepad would be: snip
For reference, in the Windows XP days joystick input was done with
DirectInput,
On Wed, Apr 24, 2013 at 5:03 PM, Rick Yorgason r...@firefang.com wrote:
The core of my argument here is that there should be a standard
gamepad coming through the event system, much like the standard mouse
does. The standard gamepad would be: snip
For reference, in the Windows XP days
On Mon, 22 Apr 2013 15:32:50 -0400
Todd Showalter t...@electronjump.com wrote:
On Mon, Apr 22, 2013 at 1:40 PM, Pekka Paalanen ppaala...@gmail.com
wrote:
Gamepads, by contrast, are all mostly the same these days, much
like mice. You can find oddball ones like that PC gamepad that
Hello Todd
That's a complete controller state in 32 bytes. The
analog values
in actual hardware are usually actually returned as
unsigned byte
values, but from a protocol point of view converting
each stick axis
to the range [-1.0f .. 1.0f] and the triggers to [0.0f
.. 1.0f] is
saner. If
As a hobby game dev, what follows is a description of my dream input system.
Apart from the existing input protocol...
I would expect Wayland to support a protocol that can enumerate input
devices and discover capabilities regardless of type. What follows that
wayland has a sensible set of i/o
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