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 Post subject: Input Libraries?
PostPosted: 22.02.2010, 15:26 
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Joined: 09.09.2009, 18:58
Posts: 107
I am going bonkers here. I remember seeing on the forum somewhere about a pure input library. It wasn't GLFW or SDL, it was simply an abstraction layer for different systems and how they handle input and I can't find it! I am aiming for the next stage of my project, an application framework, to only handle input and game object management and not concern itself with windowing.

EDIT: Finally found one. Here is a link in case you want to check it out. Found it via H3D's rival's wiki :D
http://sourceforge.net/projects/wgois/

If there are any others, post them here!


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 Post subject: Re: Input Libraries?
PostPosted: 22.02.2010, 23:51 
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Joined: 26.03.2008, 02:58
Posts: 160
Quote:
OIS Currently Supports 100%:
Linux (With X Windows installed)
Win32 (With DirectX > 8 )

Currently In Work:
Mac OSX



Maybe i am missing something, but that does not seem very "cross-platformie". Can't really see an advantage to using it :roll:


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 Post subject: Re: Input Libraries?
PostPosted: 23.02.2010, 00:52 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
DDd wrote:
Maybe i am missing something, but that does not seem very "cross-platformie". Can't really see an advantage to using it :roll:
I messed around with it back when Ogre decided to use it to replace all their own platform-specific code, and it was a nightmare then. I understand it has improved a bit since then, but it still seems a little bit pointless.

The whole idea of separating input from windowing never made any sense to me:

For one thing, most platforms have a very tight coupling between input and windowing (i.e. they share the same event queue, mouse events are provided in window-system coordinates, etc.).

For another, you can't actually use the separated event system across multiple windowing systems on the same platform (i.e SDl vs QT vs wxWidgets vs native API), because the integration of different event loops and GUI elements usually screws it up.

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Tristam MacDonald - [swiftcoding]


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 Post subject: Re: Input Libraries?
PostPosted: 23.02.2010, 14:16 
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Joined: 09.09.2009, 18:58
Posts: 107
Alright, GLFW-lite it is then. :mrgreen: I'm going to be adapting FalconPL (scripting language) to the framework anyway, so the GLFW_ prefix to event tags will be covered up. Thing of it is... where the hell is it?! I can't find glfw-lite anywhere.


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 Post subject: Re: Input Libraries?
PostPosted: 23.02.2010, 16:30 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Orm wrote:
Thing of it is... where the hell is it?! I can't find glfw-lite anywhere.
You have to pull it out of the GLFW subversion repository on sourceforge.

Sadly, glfw-lite doesn't have 'official' packaged releases, and mainline GLFW does, but development on the mainline appears to be stalled.

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Tristam MacDonald - [swiftcoding]


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 Post subject: Re: Input Libraries?
PostPosted: 23.02.2010, 17:03 
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Joined: 21.08.2008, 11:44
Posts: 354
I would recommend SFML.


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