Em Fri, 2013-05-03 às 08:50 -0700, Dmitry Torokhov escreveu:
> On Thu, May 02, 2013 at 05:10:42PM -0400, Todd Showalter wrote:
> > On Thu, May 2, 2013 at 4:45 PM, Dmitry Torokhov
> > wrote:
> >
> > > Again, the kernel will try to do the right thing and produce the correct
> > > events for new inp
fectly; the Dreamcast
controller has no right stick. The gamecube controller has two
shoulder triggers but only one shoulder button, no select button and
no system button. Those controllers just won't export those events.
The problem I'm trying to fix here is that at least for game
contro
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Todd Showalter schrieb am 30.04.2013 02:46 Uhr:
> What I'd like to request at the evdev level is that things which
> are gamepads export these values in standard offsets, so that:
>
> EV_ABS 0 == left stick x
> EV_ABS 1 == left stick y
> EV_ABS 2
On Fri, May 3, 2013 at 12:01 PM, Dmitry Torokhov
wrote:
> Actually not all input devices have to be accessible to root only. We
> definitely need this for now for keyboards (since we do not have
> revoke() yet) so that one user would not snoop another users keystrokes,
> but I think we could rela
On Fri, May 03, 2013 at 08:57:12AM -0400, Todd Showalter wrote:
> On Fri, May 3, 2013 at 6:29 AM, Simon Farnsworth
> wrote:
>
> > Could you consider a gamepad equivalent of libv4l2 (source found in
> > http://git.linuxtv.org/v4l-utils.git/tree/HEAD:/lib )?
>
> [8<]
>
> > A gamepad version would
On Thu, May 02, 2013 at 05:10:42PM -0400, Todd Showalter wrote:
> On Thu, May 2, 2013 at 4:45 PM, Dmitry Torokhov
> wrote:
>
> > Again, the kernel will try to do the right thing and produce the correct
> > events for new input devices, but we are not going to introduce a copy
> > of evdev protoco
On Fri, May 3, 2013 at 6:29 AM, Simon Farnsworth
wrote:
> Could you consider a gamepad equivalent of libv4l2 (source found in
> http://git.linuxtv.org/v4l-utils.git/tree/HEAD:/lib )?
[8<]
> A gamepad version would intercept opens of /dev/input/event* nodes, and if
> that node was a gamepad, do
On Thursday 2 May 2013 15:10:55 Todd Showalter wrote:
> Users want to plug in a gamepad and have it just work, regardless
> of who made it. Developers occasionally want access to he more
> esoteric parts of the gamepad hardware, but 99% of the time they just
> want standard sticks-and-buttons
On Thu, May 2, 2013 at 4:45 PM, Dmitry Torokhov
wrote:
>> I'd far rather the games with special needs had to do heavy
>> lifting than have the common case be complicated just because someone
>> might want to use a wiimote with a balance board plugged in though a
>> motion plus.
>>
>> If t
On Thursday, May 02, 2013 04:30:01 PM Todd Showalter wrote:
> On Thu, May 2, 2013 at 4:18 PM, Dmitry Torokhov
>
> wrote:
> > No, I do not think so. Kernel provides a level of abstraction, but so
> > does X, ALSA, given desktop environment and so forth. If a task does not
> > require hardware acce
On Thu, May 02, 2013 at 03:10:55PM -0400, Todd Showalter wrote:
> On Thu, May 2, 2013 at 1:54 PM, David Herrmann wrote:
>
> > How about a new input property that marks devices that follow general
> > rules as such? So for instance:
> > INPUT_PROP_DEV_MOUSE
> > INPUT_PROP_DEV_KEYBOARD
> > IN
On Thu, May 2, 2013 at 4:18 PM, Dmitry Torokhov
wrote:
> No, I do not think so. Kernel provides a level of abstraction, but so
> does X, ALSA, given desktop environment and so forth. If a task does not
> require hardware access (and translating input events form one type to
> another does not) on
On Thu, May 02, 2013 at 03:54:45PM -0400, Todd Showalter wrote:
> On Thu, May 2, 2013 at 2:29 PM, Dmitry Torokhov
> wrote:
>
> >> - any mapping library is going to have to be a mirror of the kernel
> >> code, which means it's basically just a lot of duplicated effort with
> >> the added penalty o
On Thu, May 2, 2013 at 2:29 PM, Dmitry Torokhov
wrote:
>> - any mapping library is going to have to be a mirror of the kernel
>> code, which means it's basically just a lot of duplicated effort with
>> the added penalty of update lag
>
> The library can do much more than that. You also need to ca
On Thu, May 2, 2013 at 1:54 PM, David Herrmann wrote:
> How about a new input property that marks devices that follow general
> rules as such? So for instance:
> INPUT_PROP_DEV_MOUSE
> INPUT_PROP_DEV_KEYBOARD
> INPUT_PROP_DEV_GAMEPAD
> INPUT_PROP_DEV_JOYSTICK
> And so on. And then we can
On Thu, May 02, 2013 at 01:06:59PM -0400, Todd Showalter wrote:
> On Thu, May 2, 2013 at 12:38 PM, Dmitry Torokhov
> wrote:
>
> > I wish we have gotten all the mappings correct from the get go, but that
> > did not happen, so now we need to move forward. That means that we can
> > establish the c
Y would probably be better.
>
>>> dpad: ABS_HAT0X, ABS_HAT0Y
>>> left trigger: ABS_Z
>>
>> Huh?
>>
>>> right trigger: ABS_RZ
>>
>> Not at all. These are not absolute events but rather buttons, so let's
>> define them as such.
>
&g
S_RZ
>
> Not at all. These are not absolute events but rather buttons, so let's
> define them as such.
Most game controllers these days (including ps3 and xbox/xbox 360)
have analog shoulder triggers. On Microsoft, LT and RT are analog
(0..255) and LB and RB are digital. On ps
On Thu, May 2, 2013 at 12:38 PM, Dmitry Torokhov
wrote:
> I wish we have gotten all the mappings correct from the get go, but that
> did not happen, so now we need to move forward. That means that we can
> establish the canonical mapping and try to follow it for the new
> devices, but you still n
On Thu, May 02, 2013 at 11:37:48AM -0400, Todd Showalter wrote:
> Ok, here's a question: could gamepad-like devices have two dev
> entries? One that exported the full raw device, and one that
> responded to EVIOCGNAME with "Standard Gamepad"? That way, the raw
> device in all its glory would
On Thu, May 02, 2013 at 09:46:44AM -0400, Todd Showalter wrote:
>
> left stick: ABS_X, ABS_Y
> right stick: ABS_RX, ABS_RY
Not sure about this one. Originally RX, RY and RZ were introduces for
device having more than 3 degress of freedom; and RX is used by many
joystick devices. We'd ether need a
On Thu, May 02, 2013 at 11:58:08AM -0400, Todd Showalter wrote:
> Webmail makes it too easy to fat-finger "send".
>
> On Thu, May 2, 2013 at 10:09 AM, David Herrmann wrote:
>
> > So if you want reliable gamepads, the easiest way is a user-space
> > mapping based on device-names. This guarantees
Webmail makes it too easy to fat-finger "send".
On Thu, May 2, 2013 at 10:09 AM, David Herrmann wrote:
> So if you want reliable gamepads, the easiest way is a user-space
> mapping based on device-names. This guarantees you get the expected
> buttons. Adding support for new devices is a matter o
established; the PS3 uses it, the XBox 360 uses it,
the Wii has it in the Classic controller, the Ouya uses it, the
GameStick uses it, all the OEM console game controllers use it, the
PS2 used it, the GameCube used it... I'll be fairly surprised if the
next XBox and the PS4 don't use it a
Hi Todd
On Thu, May 2, 2013 at 3:46 PM, Todd Showalter wrote:
> On Thu, May 2, 2013 at 2:35 AM, Antonio Ospite
> wrote:
>> On Mon, 29 Apr 2013 20:46:47 -0400
>> Todd Showalter wrote:
>>>
>>> My proposed standard gamepad is:
>>>
>>> - left stick (2d vector, each component [-1.0f .. 1.0f])
>
On Thu, May 2, 2013 at 2:35 AM, Antonio Ospite wrote:
> On Mon, 29 Apr 2013 20:46:47 -0400
> Todd Showalter wrote:
>>
>> My proposed standard gamepad is:
>>
>> - left stick (2d vector, each component [-1.0f .. 1.0f])
>> - right stick (2d vector, each component [-1.0f .. 1.0f])
>> - left trigg
level; is
> >> this the correct place to do that?
> >
> > It might or it might not. It would be great if you could tell a bit about
> > your issues.
>
> My primary concern is game controllers (specifically gamepads).
> I'd like to see a standard game cont
On 04/26/2013 05:13 PM, Todd Showalter wrote:
I'm a game developer, and I'm interested in discussing changes in
the way gamepad input is handled at the evdev and device level; is
this the correct place to do that?
Todd.
--
Todd Showalter, President
ight not. It would be great if you could tell a bit about
> your issues.
My primary concern is game controllers (specifically gamepads).
I'd like to see a standard game controller (something akin to the
input functionality of the xbox 360 controller) become a first-class
input citizen alon
Hi Todd,
On Friday, April 26, 2013 08:13:50 PM Todd Showalter wrote:
> I'm a game developer, and I'm interested in discussing changes in
> the way gamepad input is handled at the evdev and device level; is
> this the correct place to do that?
>
It might or it might not. It would be great if
I'm a game developer, and I'm interested in discussing changes in
the way gamepad input is handled at the evdev and device level; is
this the correct place to do that?
Todd.
--
Todd Showalter, President,
Electron Jump Games, Inc.
--
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