Re: [ANNOUNCE] libevdev - a library to wrap the evdev kernel interface

2013-06-27 Thread Todd Showalter
to access events. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel

Re: [RFC] libinputmapper: Input device configuration for graphic-servers

2013-05-16 Thread Todd Showalter
to be more arbitrary as well. In terms of raw functionality they're similar, but the differences are large enough (especially in the way they're used) that they are better treated separately. Todd. -- Todd Showalter, Pr

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

2013-05-13 Thread Todd Showalter
something), so i can't say whether wireless devices provide useful UNIQ values. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel

Re: [RFC] libinputmapper: Input device configuration for graphic-servers

2013-05-12 Thread Todd Showalter
t as I'd like, but I'm hoping I can get the code up soon. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel

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

2013-05-09 Thread Todd Showalter
I've seen a fair number of "multimedia" keyboards that have a scroll wheel but no other mouse controls. http://www.techtastic.ca/reviews/xasercombo.html As an example. Last time I was in the local computer shop they had two or three keyboards more or less like that.

Re: [PATCH 0/2] Support for high DPI outputs via scaling

2013-05-08 Thread Todd Showalter
to spend the money on proper post-processing, or else it's even harder than it sounds. In contrast, 4K is just a clearer picture. 4K could tank; nothing is inevitable. But I don't smell the stench of death hanging around 4K that haunted 3DTV even before it launched.

Re: [PATCH 0/2] Support for high DPI outputs via scaling

2013-05-08 Thread Todd Showalter
the mouse to interact with it at native res. > > I think that's supposed to be solved by wl_pointer giving sub-pixel > accuracy. I suppose as long as I know the scale factor, I can reverse the scaling. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel

Re: [PATCH 0/2] Support for high DPI outputs via scaling

2013-05-08 Thread Todd Showalter
available to applications, so (especially in the case of things like games and image editing programs) they can make judgements about how to size things for display elements that aren't part of the gui toolkit. Things like displaying documents or images "actual size", or games trying to decide how large they should render their GUI text. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel

Re: [PATCH 0/2] Support for high DPI outputs via scaling

2013-05-08 Thread Todd Showalter
ience (integer scale based somewhat on DPI and somewhat on screen size) rather than solving the real problem. So, we've got the iPad Mini displaying 160dpi using the same gui as the iPad 2 displaying 130dpi, and we've got TVs displaying pixel-for-pixel the same gui as desktop displays.

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

2013-05-07 Thread Todd Showalter
ften is some sort of lockon, where holding a button down makes player motion relative to a target (so you can circle-strafe around an opponent, for example). In cases like this the focus switch is likely to have broken the player's context anyways.

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

2013-05-07 Thread Todd Showalter
the client sees the press and the second release, but not the initial release. That doesn't work with axis values, but if the client cares about deltas it's going to have to clear them on focus change anyways, since it has already been said that the protocol will not be sending

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

2013-05-06 Thread Todd Showalter
and set absolutely everything in OSX that I can to confirm-on-close, because otherwise I get burned too often. I'm dubious about any focus model that requires me to remember that window A has one kind of focus, and window B has another simultaneously. It inevitably leads to pilot error.

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

2013-05-06 Thread Todd Showalter
eed enter/leave events. The client can be responsible for cleaning up its own state, though if an initial state is sent on focus gain that makes things much easier. I don't see anything here that raises any flags for me; at least at first reading it seems quite usable.

Re: Input and games.

2013-05-06 Thread Todd Showalter
ooking at LEDs, but IIRC decoding that happens on the host machine; it just gets a stream of intensity pixmaps from the device and uses that to calculate position. Which means there are potentially a lot of interesting things you could do with it if you know a little

Re: Input and games.

2013-05-05 Thread Todd Showalter
boards are the kinds of games you tend to want access to the mouse. That's not to say that nobody will ever use a gamepad keyboard in a game on Linux, but I'd argue it's on thin enough ground that I wouldn't let it drive the design considerations.

Re: Input and games.

2013-05-03 Thread Todd Showalter
Decelerate/accelerate would cover all the cases I can think of. > But it's also a totally orthogonal discussion. :) True enough. :) Todd. -- Todd Showalter, President, Electron Jump Games, Inc.

Re: Input and games.

2013-05-03 Thread Todd Showalter
ere. So, tackling accelerometers as a protocol is a bit of an interesting balancing act, much harder (or at least, with more potentially annoying decisions about tradeoffs) than the gamepad one. Todd. -- Todd Showalter, President, Electron Jump Ga

Re: Input and games.

2013-05-03 Thread Todd Showalter
ch of things it would otherwise need to explicitly support, and it means that things happen consistently between games. It also means that any bugs in the process will be addressable without shipping a new build of the game. Todd. -- Todd Showalter, Pr

Re: Input and games.

2013-05-03 Thread Todd Showalter
me just physically unplugging and replugging gamepads than they are figuring out a GUI they've never (or rarely) seen before. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mail

Re: Input and games.

2013-05-02 Thread Todd Showalter
On Thu, May 2, 2013 at 5:44 AM, Pekka Paalanen wrote: > On Tue, 30 Apr 2013 09:14:48 -0400 > Todd Showalter 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.

2013-04-30 Thread Todd Showalter
s to and raise designated window upon home button press" functionality. That said, the game could just trap the home button itself and hand off to the BP window, assuming that's possible somehow. Todd. -- Todd Showalter, President, Electro

Re: Input and games.

2013-04-30 Thread Todd Showalter
tiple local players on the same screen, wl_seat > would be just a player id. > > Does this clarify what I was talking about? Ok, that makes sense. So, from the game point of view, if each gamepad lives in its own wl_seat, how does the game detect that new gamepads have arrived or gone away? I assume there are wl_seat create/destroy events? Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel

Re: Input and games.

2013-04-30 Thread Todd Showalter
t nobody wants the security nightmare of arbitrary event filtering. The home button is a system meta event, so it's reasonable to have other processes watching it. I suppose it could be a broadcast event... Todd. -- Todd Showalter, President E

Re: Input and games.

2013-04-29 Thread Todd Showalter
Which works just great, because their pure digital controller buttons always return 1.0f when touched. At which point the people with pressure sensitive buttons file bugs saying "why do I have to really hammer the buttons to get the menu to come up?".

Re: Fwd: Input and games.

2013-04-29 Thread Todd Showalter
On Mon, Apr 29, 2013 at 9:57 AM, Bengt Richter wrote: > On 04/27/2013 03:05 AM Todd Showalter wrote: >> stick.x = ((float)raw_x) / (raw_x>= 0) ? 127.0f : 128.0f; >> stick.y = ((float)raw_y) / (raw_y>= 0) ? 127.0f : 128.0f; >> > I'm not an electronics or game eq

Re: Input and games.

2013-04-29 Thread Todd Showalter
, gamepad settings, and GUI buttons to do things like quit the game, which is useful in single-screen environments where the game is running full-screen. Splitting it off isn't essential. > I agree with Jason here, the interface can be extended later as needed, > so no need for a

Re: Input and games.

2013-04-27 Thread Todd Showalter
different problem domain that wants its own protocol, and (2) I'm not sure there's enough commonality or sanity in rumble hardware to build a useful protocol. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___

Fwd: Input and games.

2013-04-26 Thread Todd Showalter
apparently spits out piles of quaternions, and also things like hardcore flightsticks that have things like fixed-range throttles. I'm not convinced it's needed either, but I figured if I was making a proposed protocol it was worth throwing it in for the sake of discussion. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel

Re: Input and games.

2013-04-26 Thread Todd Showalter
historical hardware) is linearly mapped signed byte or unsigned byte axis values, I think a protocol that's going to be relatively future proof needs to handle higher precision and convert well to float. Most games are going to want the sticks to map cleanly to either digital up/down/left/right bu

Re: Input and games.

2013-04-26 Thread Todd Showalter
rdinal identifying the event subtype a -- uint -- first parameter b -- uint -- second parameter c -- uint -- third parameter d -- uint -- fourth parameter ----

Re: Input and games.

2013-04-25 Thread Todd Showalter
On 2013-04-25, at 5:38 AM, Henri Tuhola wrote: > On Thu, Apr 25, 2013 at 1:29 AM, Todd Showalter wrote: >> >> Yes, definitely. Which also leads to the whole device naming >> question; ie: if someone unplugs a controller and plugs it back in, >> how do you make s

Re: Input and games.

2013-04-24 Thread Todd Showalter
So, the x and y buttons are in the swapped and the a and b buttons are swapped. As a result, I tend to prefer something more abstract. Actually, IIRC for a while in the original PlayStation libraries you had the option of referring to the face buttons as if they were a second dpad; there

Re: Input and games.

2013-04-24 Thread Todd Showalter
as sane and trouble-free as possible, regardless of what Wayland is sitting on top of. So, I would prefer things to Just Work on your project as well. Todd. -- Todd Showalter, President, Electron Jump Games, Inc.

Re: Input and games.

2013-04-24 Thread Todd Showalter
This is basically a performance boost > because input events no longer pass through the compositor. > However, this mechanism could be easily used to forward any other > input fd to clients. A wl_gamepad interface could be just empty except > for this FD-passing logic. Being able to talk to the gamepads through evdev without elevated permissions would definitely be a step forward. Todd. -- Todd Showalter, President, Electron Jump Games, Inc. ___ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel

Re: Input and games.

2013-04-23 Thread Todd Showalter
evtest: > http://cgit.freedesktop.org/evtest/ > Was that what you used to check the controller events? Previously, I'd been dumping data from the libjsw interface, and then dumping data by going directly through evdev. This time I used evtest.

Re: Input and games.

2013-04-22 Thread Todd Showalter
with. We're >> essentially talking about an ordered set of deltas or positions >> covering a 16.67ms snapshot of time. The timeframe isn't long enough >> that the intersample time provides any useful nuance, at least not >> with input from humans. > > Are yo

Re: Input and games.

2013-04-22 Thread Todd Showalter
eofday() at the beginning of that frame update told me, it's good enough for my purposes. With more mechanical things it's generally safe to assume the data is evenly spaced across the duration of the timeslice it came from. > Therefore we would need a protocol extension to ask in w

Re: Input and games.

2013-04-21 Thread Todd Showalter
ving multiple people their own mouse pointers on the same screen. It's only really the standard gamepad case that I would really like to see solved. The rest is inessential, though nice to have. Todd. -- Todd Showalter, President, Elect

Re: Input and games.

2013-04-20 Thread Todd Showalter
> visible, or moving into a hot-spot and triggering an unexpected effect. I think edge resistance/edge snapping really wants pointer warping as well. Todd. -- Todd Showalter, President, Electro

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

Re: Input and games.

2013-04-20 Thread Todd Showalter
the features of every oddball controller, but I'd far rather have easy support for standard gamepads than the mess we have now. The data just needs to be something like: typedef struct { float x; } VEC2; typedef struct { } GAMEPAD_DATA;

Re: Input and games.

2013-04-20 Thread Todd Showalter
the protocol makes things more annoying, but I've a strong suspicion it's one of those things that if you leave it out you'll find that down the road there's a lot of pressure to find a way to hack it in.

Re: Input and games.

2013-04-19 Thread Todd Showalter
On Fri, Apr 19, 2013 at 2:55 PM, Todd Showalter wrote: > I suppose you could also handle this with pointer sensitivity > modification; if you know the document:view ratio is 10:1, you could > scale the pointer speed by 0.1 when the scroll wheel was grabbed while > not allo

Re: Input and games.

2013-04-19 Thread Todd Showalter
imulation clock to a single > client's monitor refresh rate, so I think you have a good point that this > can be a downfall of such event delivery. If it's once per frame, that's good enough. The latency inherent in online means that 60Hz quantization is the least of

Re: Input and games.

2013-04-19 Thread Todd Showalter
f either a vsync clock (consoles, mostly) or a millisecond clock (gettimeofday() or the platform equivalent). Anything coming in we typically try to relate to those. Some sort of timestamp we could relate to an actual world clock would be important; without it we'd be into calculating t

Re: Input and games.

2013-04-18 Thread Todd Showalter
field, > otherwise I'd give it a hacking attempt myself. > > So yeah, for now I think SDL should serve you perfectly well =) SDL works, but it's not ideal; SDL maintains a lot of the desktop impedance mismatch with games that desktop environments have without it.

Input and games.

2013-04-18 Thread Todd Showalter
y with the standard desktop model. Is there a roadmap for input support I can look over? Is there anything I can do to help make Wayland game-friendly? Todd. -- Todd Showalter, President, Electron Jump