Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Peter Hutterer
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Bill Spitzak
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Peter Hutterer
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-09 Thread Jason Ekstrand
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_

[PATCH] Add initial color management framework code

2013-05-09 Thread Richard Hughes
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 +++

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Todd Showalter
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Bill Spitzak
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

Re: Axis events to keyboard focus (Re: Input and games.)

2013-05-09 Thread Bill Spitzak
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

Re: [PATCH] Add api to obtain min/max keycode

2013-05-09 Thread Daniel Stone
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

Re: Gamepad focus model (Re: Input and games.)

2013-05-09 Thread Rick Yorgason
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