[Kde-games-devel] Generalizing interfaces and interaction with QGraphicsItems across form-factor boundaries
Diego Moya
turingt at gmail.com
Mon Aug 23 16:34:27 CEST 2010
On 17 August 2010 13:21, Marco Martin wrote:
> On Monday 16 August 2010, Stefan Majewsky wrote:
> > The reason why I'm writing this is because I started work on libkgame, a
> > collection of libraries which shall, at some point, supersede libkdegames
> > which is currently used by most games in the kdegames module. In the
> > beginnings of the design process, I've identified as a main weakness of
> our
> > applications the fact that they are designed for mouse and keyboard
> > interaction and for desktop form factors. They do not scale to the mobile
> > form-factors which are becoming increasingly important in casual gaming.
>
> > This effort should also cover input methods, in order
> > to make it dead-easy to integrate multitouch support in existing
> > applications.
>
> for input, basically if you are chained to single touch, mouse events are
> usually mostly good enough, if you want to react to multi touch you should
> implement -also- TouchEvents, that have a semantics almost identical to
> mouse
> events, apart that they have an arbitrary number of points in a single
> event.
> there are also higher level gestures, but are probably -too- high level to
> be
> used in games...
>
The problem with mouse events is that they were created for point-and-click
applications in desktop environments, and they don't always translate well
to mobile devices. Events like on-hover or keypress are quite difficult to
reproduce in touch screens. Games aggravate this problem, as they can
introduce a wide variety of interactions.
Have also in mind that other non-standard input devices will likely become
more popular, such as accelerometers, pressure and proximity sensors, or
position tracking (now found at the Wii, Microsoft Natal and PS3 Move).
These will be frequently used in casual games as they get added to mobile
devices, and open games would greatly benefit from a library providing a
standardized way to access them.
For low level interaction that supports all those devices, I'd recommend
basing the APIs on the concept of crossing-based interfaces[1] which have
been poorly supported in traditional widget toolkits, but which I think
would make a good basis for touch and position-based interfaces. A
cross-based interface keeps track not just of the pointed object, but also
which lines are being crossed by the input gesture.
Imagine what a game could do if, instead of a mouse-out event, it received
an event saying "the pointer has exited the button with direction 38º
NorthEast and at a speed of 20 in/s". In my opinion, this mid-level API
would make it easier to program games tailored to several different
input/output methods.
* [1] http://en.wikipedia.org/wiki/Crossing-based_interface
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