Re: Gamepad focus model (Re: Input and games.)

2013-05-14 Thread Rick Yorgason
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-14 Thread Pekka Paalanen
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-14 Thread Daniel Stone
(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

Re: Gamepad focus model (Re: Input and games.)

2013-05-14 Thread Daniel Stone
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-14 Thread Jason Ekstrand
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-14 Thread Bill Spitzak
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-14 Thread Rick Yorgason
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:

Re: Gamepad focus model (Re: Input and games.)

2013-05-13 Thread Pekka Paalanen
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-13 Thread Todd Showalter
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.

Re: Gamepad focus model (Re: Input and games.)

2013-05-13 Thread Daniel Stone
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-12 Thread Peter Hutterer
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,

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-10 Thread Peter Hutterer
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-10 Thread Pekka Paalanen
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-10 Thread Pekka Paalanen
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-10 Thread Rick Yorgason
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-10 Thread Daniel Stone
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-10 Thread Rick Yorgason
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-10 Thread Rick Yorgason
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-10 Thread Bill Spitzak
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Peter Hutterer
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Peter Hutterer
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-09 Thread Peter Hutterer
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-09 Thread Peter Hutterer
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-09 Thread Peter Hutterer
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-09 Thread Rick Yorgason
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,

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Bill Spitzak
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-09 Thread Jason Ekstrand
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Bill Spitzak
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-08 Thread Pekka Paalanen
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-08 Thread Rick Yorgason
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-08 Thread Rick Yorgason
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

Gamepad focus model (Re: Input and games.)

2013-05-08 Thread Martin Minarik
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-08 Thread Bill Spitzak
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-08 Thread Rick Yorgason
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-08 Thread Rick Yorgason
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-07 Thread Pekka Paalanen
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-07 Thread Pekka Paalanen
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-07 Thread Pekka Paalanen
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-07 Thread Todd Showalter
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-07 Thread Pekka Paalanen
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,

Re: Gamepad focus model (Re: Input and games.)

2013-05-07 Thread Todd Showalter
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 -

Re: Gamepad focus model (Re: Input and games.)

2013-05-07 Thread Daniel Stone
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-07 Thread Bill Spitzak
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-07 Thread Bill Spitzak
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,

Axis events to keyboard focus (Re: Input and games.)

2013-05-06 Thread Pekka Paalanen
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

Re: Input and games.

2013-05-06 Thread Pekka Paalanen
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

Re: Input and games.

2013-05-06 Thread David Herrmann
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.

Re: Input and games.

2013-05-06 Thread Daniel Stone
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

Re: Input and games.

2013-05-06 Thread Todd Showalter
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

Gamepad focus model (Re: Input and games.)

2013-05-06 Thread Pekka Paalanen
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-06 Thread Todd Showalter
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-06 Thread Daniel Stone
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-06 Thread Bill Spitzak
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-06 Thread Rick Yorgason
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-06 Thread Jason Ekstrand
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-06 Thread Rick Yorgason
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-06 Thread Vincent Povirk
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-06 Thread Todd Showalter
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-06 Thread Bill Spitzak
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-06 Thread Bill Spitzak
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.

Re: Input and games.

2013-05-05 Thread Pekka Paalanen
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

Re: Input and games.

2013-05-05 Thread Todd Showalter
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

Re: Input and games.

2013-05-03 Thread Pekka Paalanen
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

Re: Input and games.

2013-05-03 Thread Pekka Paalanen
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

Re: Input and games.

2013-05-03 Thread Pekka Paalanen
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

Re: Input and games.

2013-05-03 Thread Todd Showalter
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

Re: Input and games.

2013-05-03 Thread Pekka Paalanen
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

Re: Input and games.

2013-05-03 Thread Todd Showalter
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,

Re: Input and games.

2013-05-03 Thread Pekka Paalanen
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

Re: Input and games.

2013-05-03 Thread Daniel Stone
-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

Re: Input and games.

2013-05-03 Thread Daniel Stone
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

Re: Input and games.

2013-05-03 Thread Daniel Stone
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

Re: Input and games.

2013-05-03 Thread Daniel Stone
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

Re: Input and games.

2013-05-03 Thread Todd Showalter
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.

Re: Input and games.

2013-05-03 Thread Rick Yorgason
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

Re: Input and games.

2013-05-03 Thread Rick Yorgason
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

Re: Input and games.

2013-05-03 Thread Bill Spitzak
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

Re: Input and games.

2013-05-03 Thread Rick Yorgason
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

Re: Input and games.

2013-05-02 Thread Pekka Paalanen
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.

Re: Input and games.

2013-05-02 Thread Todd Showalter
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

Re: Input and games.

2013-05-02 Thread Rick Yorgason
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

Re: Input and games.

2013-05-02 Thread Daniel Stone
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.

Re: Input and games.

2013-04-30 Thread Pekka Paalanen
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,

Re: Fwd: Input and games.

2013-04-29 Thread Bengt Richter
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

Re: Input and games.

2013-04-29 Thread Bill Spitzak
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

Re: Input and games.

2013-04-26 Thread Todd Showalter
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:

Re: Input and games.

2013-04-26 Thread Jason Ekstrand
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

Re: Input and games.

2013-04-26 Thread Todd Showalter
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.

Fwd: Input and games.

2013-04-26 Thread Todd Showalter
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

Re: Input and games.

2013-04-25 Thread Pekka Paalanen
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

Re: Input and games.

2013-04-24 Thread David Herrmann
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

Re: Input and games.

2013-04-24 Thread Pekka Paalanen
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

Re: Input and games.

2013-04-24 Thread Jason Ekstrand
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

Re: Input and games.

2013-04-24 Thread Todd Showalter
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

Re: Input and games.

2013-04-24 Thread Bill Spitzak
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

Re: Input and games.

2013-04-24 Thread Rick Yorgason
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,

Re: Input and games.

2013-04-24 Thread Todd Showalter
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

Re: Input and games.

2013-04-23 Thread Pekka Paalanen
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

Re: Input and games.

2013-04-21 Thread Martin Minarik
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

Re: Input and games.

2013-04-21 Thread John-John Tedro
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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