Todd,

Generic device input may be too complicated to put it into Wayland
protocol. For example, take Razer Hydra controller:
http://www.engadget.com/2011/06/08/razer-totes-hydra-sticks-and-6400dpi-dual-sensor-mice-to-e3-2011/<http://www.blogcdn.com/www.engadget.com/media/2011/06/20110608-14231532--img9348-1307559434.jpg>

There are 2 USB connected controllers for each hand, each with 6 DOF
information for 3D position and 3D rotation information. I programmed it
for a 3D environment rather than games. Each controller sends you a
quaternion to extract the data. On top of it, the output is noisy, so you'd
want to add filters to integrate the noise out.

The last thing I'd want is to have a middleman between the USB port and my
processing code that messes around with rotation matrices and introduces
delays. I think it is reasonable to limit the protocol to mice like devices
only. As long as the protocol allows 2 mice simultaneously in the system
(which they do), IMHO, the rest of the processing is better placed within
your own code.

Nick


On Sat, Apr 20, 2013 at 9:38 AM, Todd Showalter <t...@electronjump.com>wrote:

> On Sat, Apr 20, 2013 at 12:20 PM, Daniel <danl...@terra.es> wrote:
>
> > This is useful for desktop software too. I'm thinking of Stellarium or
> > Google Earth, where moving the mouse is expected to move the
> > environment, not the pointer itself.
>
>     "Games" is really perhaps shorthand here; there are a lot of tools
> and so forth that have similar behavior and operating requirements to
> games, but aren't strictly games per se.  If you have an architectural
> walkthrough program that lets you navigate a building and make
> alterations, that's not really something you'd call a game, but it is
> operating under many of the same constraints.  It's more obvious in
> things using 3D, but even the 2D side can use it in places.
>
>     I could easily see (for example) wanting to be able to do drag &
> drop within a window on a canvas larger than the window can display;
> say it's something like dia or visio or the like.  I drag an icon from
> the sidebar into the canvas, and if it gets to the edge of the canvas
> window the canvas scrolls and the dragged object (and the pointer)
> parks at the window edge.
>
>     It's useful behavior.  I can definitely see why adding it to the
> protocol makes things more annoying, but I've a strong suspicion it's
> one of those things that if you leave it out you'll find that down the
> road there's a lot of pressure to find a way to hack it in.
>
>                                                         Todd.
>
> --
>  Todd Showalter, President,
>  Electron Jump Games, Inc.
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