Wait, what is Google using Wayland for? Is ChromeOS using Wayland?
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Originally posted by sarmad View PostWait, what is Google using Wayland for? Is ChromeOS using Wayland?Michael Larabel
https://www.michaellarabel.com/
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Originally posted by ssokolow View PostNice. We'd finally have a proper way for the screensaver to be suppressed in response to gamepad/joystick input rather than requiring some imperfect surrogate such as "suppress screensaver when something fullscreens" or "games/launchers are responsible for suppressing the screensaver".
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Originally posted by ssokolow View PostNice. We'd finally have a proper way for the screensaver to be suppressed in response to gamepad/joystick input rather than requiring some imperfect surrogate such as "suppress screensaver when something fullscreens" or "games/launchers are responsible for suppressing the screensaver".
Originally posted by ssokolow View PostThat said, boo on the W3C gamepad API's "Standard Gamepad" mapping. XInput is the new de facto standard on Windows and SDL's Gamepad API is making it the de facto standard on other platforms, but the W3C's solution is an inferior subset. (4 axes and 17 buttons can only represent XInput's 8 axes and 11 buttons if you represent the D-Pad as 4 buttons and downgrade the triggers from axes to buttons... though at least it can support everything a Steam Controller can say if you represent it as 16 buttons, four axes, and two sources of pointer events.)
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Originally posted by eydee View Post
Simply not using screensavers should be enough. Current hardware doesn't need it anymore.
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Originally posted by Hi-Angel View PostFullscreen screensaver suppress is not an inferior solution. Because you don't want screensaver to popup for watching a video.
I think it's because I've been boycotting the MPAA for so long that I've grown a habit of putting YouTube on one monitor while doing work on the other two.
That said, I suppose I could just maximize the window without fullscreening it.
Originally posted by Hi-Angel View PostIf you're sure in that, this sounds like something worth mentioning on ML
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Originally posted by patstew View Post
Actually it looks like the W3C API has an analogue (double) value for every button - it can express far more information than the SDL or XInput ones where the buttons are a single bit.
(Yes, I'm aware that a DDR pad needs the D-Pad to be presented as discrete buttons, but you'd think that a "standard" mapping would be able to represent XInput's semantic meanings faithfully and, even with button pressure, that's still two analog sticks and a D-Pad vying for axis status.)
Also, here's my vote (as a Canadian) for "analog" to be the contrast to "digital" so "analogue" can be reserved for its original meaning. (likewise with "dialog" and "dialogue")
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Originally posted by ssokolow View Post
Better, but it still can't get the semantic representation correct if there aren't enough axes for both analog sticks AND the D-Pad.
(Yes, I'm aware that a DDR pad needs the D-Pad to be presented as discrete buttons, but you'd think that a "standard" mapping would be able to represent XInput's semantic meanings faithfully and, even with button pressure, that's still two analog sticks and a D-Pad vying for axis status.)
Also, here's my vote (as a Canadian) for "analog" to be the contrast to "digital" so "analogue" can be reserved for its original meaning. (likewise with "dialog" and "dialogue")
So, I didn't see where the spec limited either buttons or axes. The canonical standard gamepad (thus far, the only mapping defined and corresponding to the Xbox/ps layouts) has 4 axes and 17 buttons. The spec just shows two types of input types (gamepadbutton and axes) with the former comprising a an array of two booleans with a double value (range be normalized), and the later being an array of just the double value.
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Originally posted by ssokolow View PostI never join mailing lists. I have enough trouble dealing with this mess of an inbox without them. Do you know if they're available through GMane's NNTP bridge?
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