On Mon, 23 Jan 2017 18:58:29 -0500
"Stephan Sokolow (You actually CAN reply)" wrote:
> When I first became aware of this patch, my first response was
> excitement that Wayland would finally take gamepad input into account
> when doing screensaver suppression.
>
> However, with the idea to pass
When I first became aware of this patch, my first response was
excitement that Wayland would finally take gamepad input into account
when doing screensaver suppression.
However, with the idea to pass file descriptors for
bottleneck-avoidance, I've been growing increasingly concerned that no
m
> Best regards,
>
> Mayeul
Post Scriptum: The following article does a pretty good job at
explaining how the Steam Controller API (and other components) works,
and why it is preferable to the existing schemes:
http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configura
Hi Jingqui,
>> games usually have a defined set of actions, in different contexts
>> (take for example a game where the player can be in a menu, driving a
>> boat or flying a plane; those are the contexts or "action sets").
> I agree that if there is a standard (or at least well known) set of act
On Tue, Jan 24, 2017 at 05:51:26PM -0800, Roderick Colenbrander wrote:
> On Mon, Jan 23, 2017 at 10:38 PM, Peter Hutterer
> wrote:
> > On Mon, Jan 23, 2017 at 07:24:24PM -0800, Roderick Colenbrander wrote:
> >> On Mon, Jan 23, 2017 at 2:05 PM, Jingkui Wang wrote:
> >> > On Fri, Jan 20, 2017 at 2:
On Mon, Jan 23, 2017 at 10:38 PM, Peter Hutterer
wrote:
> On Mon, Jan 23, 2017 at 07:24:24PM -0800, Roderick Colenbrander wrote:
>> On Mon, Jan 23, 2017 at 2:05 PM, Jingkui Wang wrote:
>> > On Fri, Jan 20, 2017 at 2:22 AM, Pekka Paalanen
>> > wrote:
>> >> Hi all,
>> >>
>> >> sorry for the fly-b
On Mon, Jan 23, 2017 at 07:24:24PM -0800, Roderick Colenbrander wrote:
> On Mon, Jan 23, 2017 at 2:05 PM, Jingkui Wang wrote:
> > On Fri, Jan 20, 2017 at 2:22 AM, Pekka Paalanen wrote:
> >> Hi all,
> >>
> >> sorry for the fly-by commenting, but I would like to mention an idea
> >> that has popped
On Mon, Jan 23, 2017 at 2:05 PM, Jingkui Wang wrote:
> On Fri, Jan 20, 2017 at 2:22 AM, Pekka Paalanen wrote:
>> Hi all,
>>
>> sorry for the fly-by commenting, but I would like to mention an idea
>> that has popped up in the past for game controller support, IIRC on
>> wayland-devel@.
>
> Thanks,
On Sun, Jan 22, 2017 at 9:02 PM, Peter Hutterer
wrote:
> On Sat, Jan 21, 2017 at 12:01:18PM -0800, Roderick Colenbrander wrote:
>> Hi Pekka,
>>
>> Thanks for your input as well. You raised some valid points as well
>> e.g. performance, just in case of my company's devices they run up to
>> close t
On Fri, Jan 20, 2017 at 2:22 AM, Pekka Paalanen wrote:
> Hi all,
>
> sorry for the fly-by commenting, but I would like to mention an idea
> that has popped up in the past for game controller support, IIRC on
> wayland-devel@.
Thanks, Pekka. I would like first to describe what I am working on and
Hi Mayeul,
Thanks for your input!
> games usually have a defined set of actions, in different contexts
> (take for example a game where the player can be in a menu, driving a
> boat or flying a plane; those are the contexts or "action sets").
I agree that if there is a standard (or at least well
On Sat, Jan 21, 2017 at 12:01:18PM -0800, Roderick Colenbrander wrote:
> Hi Pekka,
>
> Thanks for your input as well. You raised some valid points as well
> e.g. performance, just in case of my company's devices they run up to
> close to 1kHz even for regular input aside from motion sensors. The
>
Hi Pekka,
Thanks for your input as well. You raised some valid points as well
e.g. performance, just in case of my company's devices they run up to
close to 1kHz even for regular input aside from motion sensors. The
amount of processing can be high.
I'm not so sure about moving towards a evdev fi
On Fri, 2017-01-20 at 12:22 +0200, Pekka Paalanen wrote:
>
> Even bigger open questions are how to handle features like touchpads.
> I
> also do not know how player id assignments should be handled, by the
> compositor or by the app? Who would e.g. set up the player id leds in
> a
> controller?
>
On Fri, Jan 20, 2017 at 12:22:01PM +0200, Pekka Paalanen wrote:
> Hi all,
>
> sorry for the fly-by commenting, but I would like to mention an idea
> that has popped up in the past for game controller support, IIRC on
> wayland-devel@.
>
> That idea was that the compositor would not translate ever
Hi all,
sorry for the fly-by commenting, but I would like to mention an idea
that has popped up in the past for game controller support, IIRC on
wayland-devel@.
That idea was that the compositor would not translate everything into
Wayland protocol. Instead, the compositor would hand out open evde
Hi Jingkui,
I heard about your team's efforts on the wayland gaming input protocol
proposal. I wasn't on the list prior and had difficulties replying to
the thread directly, so sorry for likely starting a new thread.
I applaud work being done in this field and we had a close look over
the spec. O
> Gaming input protocol works as an extension to support gaming devices.
> Currently, it only supports game pad.
Hi,
I am sorry to chime in, especially since I am not really familiar with
that matter, nor with the Wayland protocol in general. But from what I
understood of this protocol, there mig
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