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

2013-05-07 Thread Pekka Paalanen
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

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, press

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

2013-05-07 Thread Pekka Paalanen
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

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 Daniel Stone
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

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 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

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 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

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 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,

Re: [PATCH weston] compositor-drm: Don't page flip before a mode is set

2013-05-07 Thread Ander Conselvan de Oliveira
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

Re: [PATCH weston] compositor-drm: Don't page flip before a mode is set

2013-05-07 Thread Jonas Ådahl
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

Re: [PATCH weston] compositor-drm: Don't page flip before a mode is set

2013-05-07 Thread Rob Bradford
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

[PATCH weston] compositor-drm: Don't page flip before a mode is set

2013-05-07 Thread Ander Conselvan de Oliveira
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

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 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