Horde3D

Next-Generation Graphics Engine
It is currently 21.11.2024, 23:59

All times are UTC + 1 hour




Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Input Libraries?
PostPosted: 22.02.2010, 15:26 
Offline

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!


Top
 Profile  
Reply with quote  
 Post subject: Re: Input Libraries?
PostPosted: 22.02.2010, 23:51 
Offline

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:


Top
 Profile  
Reply with quote  
 Post subject: Re: Input Libraries?
PostPosted: 23.02.2010, 00:52 
Offline

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.

_________________
Tristam MacDonald - [swiftcoding]


Top
 Profile  
Reply with quote  
 Post subject: Re: Input Libraries?
PostPosted: 23.02.2010, 14:16 
Offline

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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Input Libraries?
PostPosted: 23.02.2010, 16:30 
Offline

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.

_________________
Tristam MacDonald - [swiftcoding]


Top
 Profile  
Reply with quote  
 Post subject: Re: Input Libraries?
PostPosted: 23.02.2010, 17:03 
Offline

Joined: 21.08.2008, 11:44
Posts: 354
I would recommend SFML.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 62 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group