Re: Input and games.

2013-04-20 Thread Todd Showalter
On Fri, Apr 19, 2013 at 7:08 PM, Bill Spitzak 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 > not stop the invisible pointer from moving out of the window and becoming > visible, or m

Re: Input and games.

2013-04-20 Thread Todd Showalter
On Sat, Apr 20, 2013 at 10:31 PM, Todd Showalter wrote: I hate it when I fat-finger send. The data just needs to be something like: typedef struct { float x; float y; } VEC2; typedef struct { VEC2 l_stick; VEC2 r_stick; floatl_shoulder; floatr_shoulder; uint64_t

Re: Input and games.

2013-04-20 Thread Todd Showalter
On Sat, Apr 20, 2013 at 5:13 PM, Nick Kisialiou wrote: > There are 2 USB connected controllers for each hand, each with 6 DOF > information for 3D position and 3D rotation information. I programmed it for > a 3D environment rather than games. Each controller sends you a quaternion > to extract th

Re: Input and games.

2013-04-20 Thread Nick Kisialiou
Todd, Generic device input may be too complicated to put it into Wayland protocol. For example, take Razer Hydra controller: http://www.engadget.com/2011/06/08/razer-totes-hydra-sticks-and-6400dpi-dual-sensor-mice-to-e3-2011/

Re: [PATCH] Add api to obtain min/max keycode

2013-04-20 Thread Ran Benita
(This is easy to miss without some [xkbcommon] in the subject!) On Tue, Apr 09, 2013 at 09:57:29PM -0400, matthias.cla...@gmail.com wrote: > From: Matthias Clasen > > Users of libxkbcommon need these values to iterate over all > keycodes in the keymap. Can you describe the use case a bit more?

Re: Input and games.

2013-04-20 Thread Todd Showalter
On Sat, Apr 20, 2013 at 12:20 PM, Daniel wrote: > This is useful for desktop software too. I'm thinking of Stellarium or > Google Earth, where moving the mouse is expected to move the > environment, not the pointer itself. "Games" is really perhaps shorthand here; there are a lot of tools an

Re: Input and games.

2013-04-20 Thread Daniel
El dv 19 de 04 de 2013 a les 14:55 -0400, en/na Todd Showalter va escriure: > From a game point of view, when we want relative motion we often > don't want to see the pointer at all; the Quake example being an > example. On the other hand, sometimes we want to park the pointer > somewhere (li

Re: [PATCH 1/3] Extract the EDID blob when adding a DRM output

2013-04-20 Thread David Herrmann
Hi On Sat, Apr 20, 2013 at 3:31 PM, Kai-Uwe Behrmann wrote: > Am 20.04.2013 13:12, schrieb David Herrmann: > >> On Fri, Apr 19, 2013 at 9:19 PM, Kai-Uwe Behrmann wrote: >>> >>> Am 19.04.2013 21:12, schrieb David Herrmann: >>> Why do you keep the blob around all the time? Just free it in >>>

Re: [PATCH 1/3] Extract the EDID blob when adding a DRM output

2013-04-20 Thread Kai-Uwe Behrmann
Am 20.04.2013 13:12, schrieb David Herrmann: On Fri, Apr 19, 2013 at 9:19 PM, Kai-Uwe Behrmann wrote: Am 19.04.2013 21:12, schrieb David Herrmann: Why do you keep the blob around all the time? Just free it in create_output_for_connector() after you parsed it. If we somehow need it later, we c

Re: [PATCH 1/3] Extract the EDID blob when adding a DRM output

2013-04-20 Thread David Herrmann
Hi On Fri, Apr 19, 2013 at 9:19 PM, Kai-Uwe Behrmann wrote: > Am 19.04.2013 21:12, schrieb David Herrmann: > > >> Why do you keep the blob around all the time? Just free it in >> create_output_for_connector() after you parsed it. If we somehow need >> it later, we can always change it again. But