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On 04/16/15 15:11, Aric Stewart wrote:
Ok I sat down with Ken (the benefits of being in the same office) and after a lengthy discussion I have come to terms with how it may not be the most ideal plan to put the joystick driver into the graphics driver. However I am still of the strong opinion that we need some sort of better joystick architecture and I know Alexandre is also of the like mindset.
One more thing that makes merging this into the graphics driver a bad idea: Assume we have a Wayland graphics driver one day. It would run on Linux, just like winex11. The way we talk to joysticks would be the same though.
Now completely unresearched but it may be possible to make a single joystick driver, maybe replacing winejoystick.drv that would build only the platform code that is relevant.
I'm OK with that, but I don't think my opinion actually matters.
but before I do another big chunk of work I am seeking some community buy-in and not just discuss with with Alexandre. I understand if the USB driver path gets actually fleshed out and we try to support Joysticks via that then all this separate driver work would fall away and be replaced.
What do you mean with USB? Have support for USB devices and talk to the raw USB device? In a way loading Windows joystick drivers or write our own?
If this is the plan, does this work well in practise? The permissions for accessing a USB device and an input device may be different. There are non-USB joysticks. (Gameport, and nowadays hard drives have acceleration sensors that get exposed as joysticks, but this may work via fake USB devices)
There's another issue that may be related: When I play a game with a joystick I usually don't touch my mouse or keyboard. That results in the monitor going into standby after the standby timeout expired. I suspect that d3d is supposed to disable screensavers (there are flags that essenially say don't disable my screensaver), though maybe the X server is supposed to read the joystick in some way and recognize that I am still using the computer.