<br><br><div class="gmail_quote">2010/6/4 Aaron J. Seigo <span dir="ltr"><<a href="mailto:aseigo@kde.org">aseigo@kde.org</a>></span><br><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div class="im">On June 4, 2010, Markus wrote:<br>
> IMO all input handling should be done using Gluon<br>
> <<a href="http://gitorious.org/gluon" target="_blank">http://gitorious.org/gluon</a>>. It's a KDE project targeted at game<br>
> developers. I've once read somewhere that Gluon supports all kinds of<br>
> input devices and in case Gluon doesn't support Wiimotes, maybe it'll be<br>
> better to add the support there.<br>
<br>
</div>while it may be a way to get at inputs (though it doesn't seem eventt driven,<br>
but expects the game to poll for state?), it doesn't address the really<br>
interesting bit here which is: "how to render given events to common actions,<br>
e.g. a left arrow do the same thing as a flick of a wiimote to the left"<br></blockquote><div><br>Yeah, that's exactly what i meant. Also, is Chani's work about actions plugin somewhat inherent with this?<br>
<br></div><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<font color="#888888"><br>
<br>
--<br>
Aaron J. Seigo<br>
humru othro a kohnu se<br>
GPG Fingerprint: 8B8B 2209 0C6F 7C47 B1EA EE75 D6B7 2EB1 A7F1 DB43<br>
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KDE core developer sponsored by Qt Development Frameworks<br>
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<br></blockquote></div><br><br clear="all"><br>-- <br>Alessandro Diaferia<br>KDE Developer<br>KDE e.V. member<br><br>