Re: Wayland Relative Pointer API Progress

2015-04-18 Thread x414e54
From the top just, to get our way through this treacle, what a game wants is: 1. Enumerate input devices. 2. Select the HID type each player wants and get a device that supports that usage. e.g. Mouse type devices - (could be thumb-stick, pointer stick, mouse, accelerometer, trackpad or pen as lo

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread x414e54
On Sun, Apr 19, 2015 at 12:45 AM, Michal Suchanek wrote: > On 18 April 2015 at 16:58, x414e54 wrote: >>> Hi, >>> >>> then actually mice are absolute not relative. They have two axis that >>> measure absolute ball rotation speed in two directions just like >>> joystick has two axis that measure ab

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread x414e54
This is why my original suggestion was for a generic controller protocol similar to DirectInput or pass libinput events directly similar to HID RawInput rather than a fd. Also even if you are passing a fd it does not mean it needs to re-implement trackpad support, if they driver exports a mouse HI

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread Hans de Goede
Hi, On 18-04-15 16:03, x414e54 wrote: Right. This has been discussed before, and as mentioned before I really believe that we should not define a joystick API at all, rather we should define an API which will allow an app to: 1) List devices which it can get raw access to 2) Request raw access

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread Michal Suchanek
On 18 April 2015 at 16:58, x414e54 wrote: >> Hi, >> >> then actually mice are absolute not relative. They have two axis that >> measure absolute ball rotation speed in two directions just like >> joystick has two axis that measure absolute stick excentricity. >> >> Thanks >> >> Michal > > This is

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread x414e54
> Hi, > > then actually mice are absolute not relative. They have two axis that > measure absolute ball rotation speed in two directions just like > joystick has two axis that measure absolute stick excentricity. > > Thanks > > Michal This is not really constructive to the api but: Mice are not a

Re: [PATCH] protocol: Add DnD actions

2015-04-18 Thread Carlos Garnacho
Hey Jonas, On vie, 2015-04-17 at 15:50 +0800, Jonas Ã…dahl wrote: > > > For the touch case, depending on how the grab is implemented, with > > the > > current guidelines the only 2 choices are "leave the client in > > inconsistent state" or "make the client still receives ongoing > > touches >

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread x414e54
> Right. > > This has been discussed before, and as mentioned before I really > believe that we should not define a joystick API at all, > rather we should define an API which will allow an app to: > > 1) List devices which it can get raw access to > 2) Request raw access, if this succeeds the app

Re: Compositor grabs (was: Re: [PATCH] protocol: Add DnD actions)

2015-04-18 Thread Michal Suchanek
On 17 April 2015 at 23:40, Bill Spitzak wrote: > On 04/17/2015 05:16 AM, Carlos Garnacho wrote: > >> Let's expand on that example, maybe far-streched, but certainly possible: >> - I'm manipulating a client window with 2 fingers on the touchscreen >> (say zooming an image) >> - Any other interactio

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread Michal Suchanek
On 17 April 2015 at 12:52, Hans de Goede wrote: > Hi, > > > On 17-04-15 11:47, Michal Suchanek wrote: >> >> On 17 April 2015 at 09:11, Pekka Paalanen wrote: >>> >>> On Fri, 17 Apr 2015 13:43:11 +0900 >>> x414e54 wrote: >>> Thank you for the comments. I do have a few counterpoints but I

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread Hans de Goede
Hi, On 18-04-15 03:35, x414e54 wrote: A big problem with just saying "the game must use the joystick api" is that the game won't work on a machine without a joystick unless the joystick api is emulated for the mouse. This seems to me to be exactly the same problem and requiring exactly the same