On Thu, May 09, 2013 at 05:41:23PM -0700, Bill Spitzak wrote:
> Peter Hutterer wrote:
>
> >assuming we have two clients C1, C2, and C1 has the gamepad open, what is
> >the behaviour of the gamepad and the shared pointer:
>
> >- when the gp-controlled pointer enters/leaves C1's surface
> >- when t
Peter Hutterer wrote:
assuming we have two clients C1, C2, and C1 has the gamepad open, what is
the behaviour of the gamepad and the shared pointer:
- when the gp-controlled pointer enters/leaves C1's surface
- when the gp-controlled pointer enters and clicks inside the surface
- when the com
On Thu, May 09, 2013 at 11:19:58AM -0700, Bill Spitzak wrote:
> Peter Hutterer wrote:
>
> >plus, it's not clear which axes/buttons on the gamepad represent axis
> >movement for pointers.
>
> I think that is going to have to be figured out anyway. There
> certainly was a lot of talk about having t
On Thu, May 9, 2013 at 5:49 AM, Rick Yorgason wrote:
> Pekka Paalanen writes:
> > From the game's point of view, it will need to iterate over all
> > wl_seats. For each seat with the gamepad capability bit set, create a
> > wl_gamepad_manager, receive all wl_gamepad objects, and for each
> > wl_
ICC profiles can now be specified in weston.ini for each output, or a CMS
implementation can optionally loaded from a pluggable module.
---
configure.ac | 7 ++
src/Makefile.am | 12 +++
src/cms-helper.c | 134
src/cms-helper.h | 70 +++
On Thu, May 9, 2013 at 2:21 PM, Bill Spitzak wrote:
>> it does/may to the user if the scroll wheel is located on the physical
>> keyboard.
>
> Are there any examples of such hardware that don't also have a way to move
> the mouse cursor?
Yes, actually. I've seen a fair number of "multimedia
Peter Hutterer wrote:
I don't think it makes sense to send a scroll wheel event to a window
that's not beneath the cursor [...]
it does/may to the user if the scroll wheel is located on the physical
keyboard.
Are there any examples of such hardware that don't also have a way to
move the mou
Peter Hutterer wrote:
plus, it's not clear which axes/buttons on the gamepad represent axis
movement for pointers.
I think that is going to have to be figured out anyway. There certainly
was a lot of talk about having the "same" buttons on different gamepads
produce events that the client ca
Hi,
On 22 April 2013 02:49, Matthias Clasen wrote:
> On Sat, Apr 20, 2013 at 4:53 PM, Ran Benita wrote:
>> On Tue, Apr 09, 2013 at 09:57:29PM -0400, matthias.cla...@gmail.com wrote:
>>> Users of libxkbcommon need these values to iterate over all
>>> keycodes in the keymap.
>>
>> Can you describe
Pekka Paalanen writes:
> From the game's point of view, it will need to iterate over all
> wl_seats. For each seat with the gamepad capability bit set, create a
> wl_gamepad_manager, receive all wl_gamepad objects, and for each
> wl_gamepad receive the player id. Create your surfaces, wait for foc
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