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Author Topic: OIS v1.4 Road Map  (Read 2067 times)

pjcast

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OIS v1.4 Road Map
« on: December 27, 2010, 06:59:37 PM »

I've released 1.3 onto the sourceforge release page. If nothing comes, it will be the official release. So, items that did not make 1.4 will be in the next release.

* Native Win32 Mouse/Keyboard support - no DirectInput
* Support for Space Navigator / Multiaxis HID devices
* Joystick axes descriptions passed from OS
* Cocoa Mouse/Keyboard Support (x64 OSX compatible)
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pjcast

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Re: OIS v1.4 Road Map
« Reply #1 on: January 25, 2011, 09:37:24 PM »

Current changes in SVN head:

* X11 - Added option to use OIS without giving a WINDOW param. In this case, keyboard and mouse are no longer available, but joysticks can still be used. This is useful, for instance, if using Qt/GTK/etc mouse/keyboard handling, but wanting joystick support

I'll try and keep this list updated as I make changes.
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pjcast

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Re: OIS v1.4 Road Map
« Reply #2 on: January 04, 2012, 08:26:01 PM »

It's been a while since any updates. Besides fixing a couple minor build issues, I've just added Visual Studio 2010 project files. Also made sure all targets built & ran (x86 and x64). I will be dropping all other windows project files except for: 2010 and 2008. Code::Blocks support is undecided, I haven't tested/updated that in a while, I may instead use a cmake script for that.

In any case, I first want to look at removing DirectInput for keyboard/mouse.
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pjcast

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Re: OIS v1.4 Road Map
« Reply #3 on: January 17, 2012, 07:46:03 PM »

I've been playing around with Windows hooks and it doesn't seem to help much in regards to lag (very noticeable when OS cursor is visible). The problem lies in the Windows message proc of the application driving it... in the case of Ogre apps (or the OISConsole app where there is a sleep call), the winproc handling input just moves to slowly.

Which has led me to the conclusion that OIS for win32 may probably need to move instead to using its own window (top level, hidden, offscreen, 1x1 size kind of deal), that runs in its own thread... this thread would use GetMessage() to yield CPU time, while letting it handle a msg as soon as it comes in. With the widespread use of multi core systems, it makes sense nowadays to make use of it. I'm not 100% sure a top level window can also capture mouse/keyboard messages, but it is something I will look into now.
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Klaim

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Re: OIS v1.4 Road Map
« Reply #4 on: February 24, 2012, 12:57:24 PM »

Hi pjcast. Just a quick related question: I can't find where is the most up to date repository. SourceForge seem to be not up to date, right?

Did you switch to a DSVC or something?
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pjcast

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Re: OIS v1.4 Road Map
« Reply #5 on: February 26, 2012, 07:47:52 PM »

The latest code is on the Sourceforge OIS page under the SVN repo - the head/trunk branch.

I haven't committed much lately. I played around with windows hooks, and separate window threads, but didn't ever achieve anything better than what DirectInput already gives for mouse/keyboard. I may sideline that task and move to a new feature instead.
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Klaim

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Re: OIS v1.4 Road Map
« Reply #6 on: March 17, 2012, 02:10:12 AM »

Does DirectInput talks directly to the drivers like Direct Graphics? If it does, then maybe it's really the only way to get correct input data from the system? :/
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pjcast

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Re: OIS v1.4 Road Map
« Reply #7 on: March 21, 2012, 08:05:59 PM »

DirectInput may have some low level OS hooks, not really sure. Would probably have to reverse engineer it to know.. unless there is some reference source MS offers. I had one thought of trying to run DirectInput in a different thread than the main GUI thread and polling it as fast as possible to see if I could reduce mouse lag, but haven't had time to experiment with that.
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