On Tue, 07 May 2013 12:14:56 -0700
Bill Spitzak 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 have mor
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, press
On Tue, 7 May 2013 14:04:14 -0400
Todd Showalter wrote:
> On Tue, May 7, 2013 at 1:02 PM, Pekka Paalanen 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
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
Hi,
On 7 May 2013 16:14, Todd Showalter wrote:
> On Tue, May 7, 2013 at 3:23 AM, Pekka Paalanen 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
On Tue, May 7, 2013 at 1:02 PM, Pekka Paalanen 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
>> - they want
On Tue, 7 May 2013 11:14:08 -0400
Todd Showalter wrote:
> On Tue, May 7, 2013 at 3:23 AM, Pekka Paalanen 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
On Tue, May 7, 2013 at 3:23 AM, Pekka Paalanen 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 specialized handling,
On 05/07/2013 02:56 PM, Jonas Ådahl wrote:
On Tue, May 7, 2013 at 1:16 PM, Ander Conselvan de Oliveira
wrote:
The function drm_output_start_repaint_loop() unconditionally issues a
page flip, even if the crtc for that output has not been enabled yet.
That causes the page flip to fail, and drm_ou
On Tue, May 7, 2013 at 1:16 PM, Ander Conselvan de Oliveira
wrote:
> The function drm_output_start_repaint_loop() unconditionally issues a
> page flip, even if the crtc for that output has not been enabled yet.
> That causes the page flip to fail, and drm_output_repaint() is never
> called.
>
> So
On Tue, May 07, 2013 at 02:16:59PM +0300, Ander Conselvan de Oliveira wrote:
> The function drm_output_start_repaint_loop() unconditionally issues a
> page flip, even if the crtc for that output has not been enabled yet.
> That causes the page flip to fail, and drm_output_repaint() is never
> calle
The function drm_output_start_repaint_loop() unconditionally issues a
page flip, even if the crtc for that output has not been enabled yet.
That causes the page flip to fail, and drm_output_repaint() is never
called.
Solve this by bypassing the initial page flip if the output needs a
mode set.
Th
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 wrote:
> On Mon, May 6, 2013 at 8:36 AM, Pekka Paalanen wrote:
>
> > Into wl_seat, we should add a capability bit for gamepad. When the bit
> > is set, a client
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