On Wed, May 08, 2013 at 09:38:53AM +0300, Pekka Paalanen wrote: > On Tue, 07 May 2013 12:14:56 -0700 > Bill Spitzak <[email protected]> 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 more than one mouse > > and they both move the single pointer, but that does not stop a client > > from distinguishing between the mice if it wants. > > No, clients cannot distinguish the mice in that case, with the existing > protocol. > > > All I am suggesting is > > that the same mechanism be used for gamepads so the controls can move > > the cursor as well for a client that does not care about gamepads. > > That is completely different to the mice thing: you are emulating a > pointer device with a gamepad, and then at least switching between > pointer emulation and real gamepad events, or worse, sending several > input events (pointer and gamepad) from one physical event. To quote > your words: No don't do this.
plus, it's not clear which axes/buttons on the gamepad represent axis movement for pointers. and I have too much experience with sending multiple protocol events from a single physical event so I can't stress the "don't go there" enough. Cheers, Peter > > I think my other concern that multiple seats control a single pointer is > > already been brought up by others in this list, as the idea of there > > being a hierarchy of seats, or some kind of linking of seats. This seems > > to solve the problem imho. > > That's also madness, if it is present in the protocol or in any way > visible to clients apart from current behaviour. > > > Thanks, > pq _______________________________________________ wayland-devel mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/wayland-devel
