Re: Wayland Relative Pointer API Progress

2015-07-19 Thread x414e54
On Wed, Jul 15, 2015 at 9:09 PM, Daniel Stone wrote: > I haven't read the vast majority of this thread, but this isn't really > true. There's nothing special about the cursor in drawing: just hide > the cursor, create a small subsurface with SHM buffers, and Weston > will use the hardware cursor a

Re: [PATCH v3 weston] Introduce wl_relative_pointer interface

2015-07-15 Thread x414e54
On Wed, Jul 15, 2015 at 11:55 AM, Peter Hutterer wrote: > On Wed, Jul 15, 2015 at 08:23:09AM +0900, x414e54 wrote: >> Hi, >> >> Just a quick questions: >> >> 1) Is there any way to un-normalize the values? > > not at this point, no. > fwiw as of libinput

Re: [PATCH v3 weston] Introduce wl_relative_pointer interface

2015-07-14 Thread x414e54
Hi, Just a quick questions: 1) Is there any way to un-normalize the values? 2) What happens with >1000hz gaming mice for example which need microsecond granularity timestamps? On Mon, Jun 29, 2015 at 3:54 PM, Peter Hutterer wrote: > On Fri, Jun 26, 2015 at 12:38:01PM +0800, Jonas Ã…dahl wrote:

Re: Wayland Relative Pointer API Progress

2015-07-14 Thread x414e54
You are either just trolling or have no idea what you are talking about and have never tried to implement anything you are saying. I stopped listening at "The render loop would be sending the cursor-positioning request.". Not sure how you cannot see the problem with this. I will be blocking your

Re: Wayland Relative Pointer API Progress

2015-07-13 Thread x414e54
On Tue, Jun 30, 2015 at 4:22 AM, Bill Spitzak wrote: > > > On Sun, Jun 28, 2015 at 7:32 AM, x414e54 wrote: >> >> >> Clients do not draw the mouse cursor, either the GPU (using hardware >> overlays) or the WM does. > > > Yes, I want to allow clients

Re: Wayland Relative Pointer API Progress

2015-06-28 Thread x414e54
*facepalm* On Wed, Jun 24, 2015 at 3:57 AM, Bill Spitzak wrote: > I am not introducing any lag. If the client takes 1/2 second to draw the > result of a mouse movement, it will still take 1/2 second under my scheme. > Exactly the same amount of lag. However in my scheme the cursor will be > drawn

Re: Wayland Relative Pointer API Progress

2015-06-21 Thread x414e54
Hi I have been away for a while and quite busy so I did not get a chance to response. On Tue, Apr 28, 2015 at 3:46 AM, Bill Spitzak wrote: > No, I absolutely 100% disagree. > > Synchronized updating so things don't vibrate or shift is more important > than FPS. It is even stated as part of Waylan

Re: Wayland Relative Pointer API Progress

2015-04-24 Thread x414e54
On Fri, Apr 24, 2015 at 6:22 PM, Pekka Paalanen wrote: > Then apps would need to know what the accel paramaters mean, which > requires us to lock down the acceleration logic and mathematical > functions in the protocol specification. I don't think that is > something Wayland wants to specify. I i

Re: Wayland Relative Pointer API Progress

2015-04-24 Thread x414e54
If you allowed applications to control the mouse speed or acceleration when they have an implicit grab then when it is released it returns to normal. This would give GUI applications the ability to use slow scrollbars without having to warp the pointer. Absolute pointing devices could then just ign

Re: Wayland Relative Pointer API Progress

2015-04-22 Thread x414e54
On Thu, Apr 23, 2015 at 1:51 PM, x414e54 wrote: > On Wed, Apr 22, 2015 at 1:52 PM, Peter Hutterer > wrote: >> The real problem regarding the mouse position is that you now rely on the >> client and the compositor to calculate the cursor position exactly the same >> way

Re: Wayland Relative Pointer API Progress

2015-04-22 Thread x414e54
On Wed, Apr 22, 2015 at 1:52 PM, Peter Hutterer wrote: > The real problem regarding the mouse position is that you now rely on the > client and the compositor to calculate the cursor position exactly the same > way. If not, you may end up leaving the window when the cursor as drawn by > the client

Re: Wayland Relative Pointer API Progress

2015-04-21 Thread x414e54
On Wed, Apr 22, 2015 at 10:05 AM, Bill Spitzak wrote: > If a client opens a device, will that interfere with wayland's reading of > the device? For instance if the client opens the mouse, will wayland still > get the mouse position such that it can revoke access when the cursor moves > out of the

Re: Wayland Relative Pointer API Progress

2015-04-20 Thread x414e54
2015/04/21 5:42 "Bill Spitzak" : > > On 04/18/2015 03:20 AM, Hans de Goede wrote: > >> 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 whi

Re: Wayland Relative Pointer API Progress

2015-04-20 Thread x414e54
>> There is no sense in saying the sensor reading itself as absolute or >> relative. Either gives you some number in unknown units which you >> calibrate to get usable results. You have no idea where the stick is >> from the numbers you get. And there is absolutely no point caring. It >> may have s

Re: Wayland Relative Pointer API Progress

2015-04-20 Thread x414e54
This is kinda completely derailed from the whole include mice in the game controller protocol talk. On Mon, Apr 20, 2015 at 6:44 PM, Michal Suchanek wrote: > On 20 April 2015 at 10:48, Pekka Paalanen wrote: >> On Mon, 20 Apr 2015 10:13:34 +0200 >> Michal Suchanek wrote: >> >>> On 20 April 2015

Re: Wayland Relative Pointer API Progress

2015-04-20 Thread x414e54
On Mon, Apr 20, 2015 at 4:36 PM, Pekka Paalanen wrote: >> >> On 18 April 2015 at 16:58, x414e54 wrote: >> >> >>> USB HID specifications define a pointer and a mouse as two completely >> >>> different inputs. A mouse can be a used as a pointer be

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

Re: Wayland Relative Pointer API Progress

2015-04-18 Thread x414e54
growth of game innovation on Linux by whatever a small group of people decide a "wl_pointer" is. On Sun, Apr 19, 2015 at 6:55 AM, Hans de Goede wrote: > Hi, > > > On 18-04-15 16:03, x414e54 wrote: >>> >>> Right. >>> >>> This has been disc

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: 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: Wayland Relative Pointer API Progress

2015-04-17 Thread x414e54
> 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 solutions, except you have moved

Re: Wayland Relative Pointer API Progress

2015-04-17 Thread x414e54
Yes thank you for the comments. I have added a bug/enhancement report related to dealing with this from the evdev fd or libinput side. I do not have a huge amount of time so please feel free to re-word it if you think of a better way. If the compositor can handle this by creating its own evdev d

Re: Wayland Relative Pointer API Progress

2015-04-16 Thread x414e54
wl_jostick or wl_6dof proposal. On Fri, Apr 17, 2015 at 1:48 PM, x414e54 wrote: > Actually sorry I was wrong. UE4 uses HID raw input but there are some > older game engines that used to use directinput. > > On Fri, Apr 17, 2015 at 1:43 PM, x414e54 wrote: >> Thank you for the commen

Re: Wayland Relative Pointer API Progress

2015-04-16 Thread x414e54
Actually sorry I was wrong. UE4 uses HID raw input but there are some older game engines that used to use directinput. On Fri, Apr 17, 2015 at 1:43 PM, x414e54 wrote: > Thank you for the comments. > I do have a few counterpoints but I will leave after that. > >> >> Not sure

Re: Wayland Relative Pointer API Progress

2015-04-16 Thread x414e54
Thank you for the comments. I do have a few counterpoints but I will leave after that. > > Not sure an IR/laser/wii mote pointer should even be considered a > "relative" pointer since they operate in absolute coordinates. Given > this, there is no "set position" hint to consider. Transmitting > ac

Wayland Relative Pointer API Progress

2015-04-16 Thread x414e54
Hi, I am wondering if there has been any recent progress on the stability of the Wayland relative pointer API? I had a few ideas on the original December implementation: Whilst we definitely need the relative event support, I feel that the client should never be allowed to warp or confine the gl

xdg-shell and always centered surfaces

2015-04-13 Thread x414e54
I have been working on a GUI toolkit and looking to experiment porting it to wayland. Currently I am using a wl_shell_surface and have dialogs, tooltips, etc. working fine, just waiting on relative mouse for implementing spinners, rotations etc. However I am looking at positioning the initial par

Re: [Mesa-dev] GL_TEXTURE_2D to wl_buffer

2015-03-29 Thread x414e54
Ekstrand wrote: > On Sat, Mar 28, 2015 at 6:57 AM, x414e54 wrote: > > > I was originally blitting the texture to the default framebuffer and then > > trying to use eglSwapBuffers. But for some reason eglSwapBuffers was > > returning EGL_BAD_SURFACE even though eglMakeCurrent ha