On 2016-02-16 12:08, Nichols Andy wrote:
> I’m sorry if my mail came off as obstructionist as it was not intended in
> this way.
Not at all :-). (Opinionated, perhaps, but I wouldn't say
"obstructionist". I have no philosophical problem with strongly held
opinions, being one who often holds stron
Hi Matthew,
I do appreciate the feedback and suggestions for the API as it is now. I’m
sorry if my mail came off as obstructionist as it was not intended in this way.
Since this is a Qt API I want it to be both useful and easy to use. I
conceded that the current API is limited to the availab
On 2016-02-16 04:31, Curtis Mitch wrote:
>> How do you even handle hats???
This, for the record, was an expression of confusion. (Since alleviated,
though you'll notice from my latter post that I don't particularly agree
with this part of the design either.)
>> If you supported arbitrary axes, *y
I have no comments on this subject whatsoever, but I'd like to take the
opportunity to make an example of how not to communicate to other people:
> -Original Message-
> From: Development [mailto:development-boun...@qt-project.org] On Behalf Of
> Matthew Woehlke
> terrible idea
> terribl
On 2016-02-15 15:23, Matthew Woehlke wrote:
>> So I do not support expanding the scope of QtGamepad in the way you
>> propose, as I think if it belongs anywhere it is in a generic input API
>> (or you can always still just wrap SDL's input module pretty easily).
>
> I might be more inclined to agr
On 2016-02-15 14:46, Nichols Andy wrote:
> QtGamepad is intentionally limited to gamepads, and does not include support
> for joysticks, or generic devices with an arbitrary number of axes/buttons.
That's... stupid IMNSHO. Especially since...
> The design was primarily inspired by the HTML 5 gam
e the discussion get
too far off on a tangent (as it tends to do on this mailing list).
Regards,
Andy Nichols
From: Development on behalf of Matthew
Woehlke
Sent: Monday, February 15, 2016 7:32 PM
To: development@qt-project.org
Subject: Re: [Development]
On 2016-02-15 13:04, Matthew Woehlke wrote:
> On 2016-02-15 06:36, pritam.ghang...@gmail.com wrote:
>> Looking at the API it seems it has a very hard assumption on 2 sticks and
>> 18 buttons.
>
> Please support arbitrary axes and buttons, as done in e.g. SDL.
I wrote a joystick API in Qt a while
On 2016-02-15 06:36, pritam.ghang...@gmail.com wrote:
> Looking at the API it seems it has a very hard assumption on 2 sticks and
> 18 buttons.
Please support arbitrary axes and buttons, as done in e.g. SDL.
Hard-coding this stuff is a terrible idea, as even devices with similar
physical configura
Hi,
From a gamepad perspective it's almost complete. Yes I know that there are
gamepads out there with more buttons, QtGamepad it's a technical preview, so
we can change it. IMHO we just need to add a few more generic buttons/axes and
that's it.
I also agree with Mike that Qt needs some "ge
Hi,
On 15/02/2016 11:36, pritam.ghang...@gmail.com wrote:
Hi
I have looking at QtGamePad for usage in another opensource project
QGroundControl. It looks like a great module already, something that
will reduce lot of cross platform headache for a lot of people trying
to use joysticks with Qt
+1, looking at it from the AppleTV remote perspective, it also needs support
for handling device orientation (tilt sensors, etc)
Mike
> On 15 Feb 2016, at 11:36, pritam.ghang...@gmail.com wrote:
>
> Hi
>
> I have looking at QtGamePad for usage in another opensource project
> QGroundControl.
I meant potentiometers not photometers in there.
On Mon, Feb 15, 2016 at 5:06 PM, pritam.ghang...@gmail.com <
pritam.ghang...@gmail.com> wrote:
> Hi
>
> I have looking at QtGamePad for usage in another opensource project
> QGroundControl. It looks like a great module already, something that will
Hi
I have looking at QtGamePad for usage in another opensource project
QGroundControl. It looks like a great module already, something that will
reduce lot of cross platform headache for a lot of people trying to use
joysticks with Qt. Awesome work by the authors.
Looking at the API it seems it h
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