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Expose additional winit
input events
#12
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May as well take a look at this one! I've got It looks like the plan here is to expose only peripheral input events to I could also write a small program for the examples directory just to print input events to the screen since I'm going to be testing things anyway (although this is fairly simple, so it probably doesn't really need intense testing). Not sure if you want to invest time in examples right now when the API is subject to change and all that, so that's up to you. I'll work on getting more of these out of the way, starting with the ones you mentioned. |
🎉
Sounds great!
Interesting! Maybe we should keep track of that internally in the On the other hand, I think it is a good idea to notify window events to the game. Maybe a game needs to redraw some I think we need use case data, so let's keep it simple for now. Let's make these kinds of events an |
I forgot about this! It would be great to have that kind of program! However, I would keep the examples directory for interesting applications/games/simulations. Could this simple program you mention be some kind of manual integration test living in the (still non-existent) |
After thinking about it a bit more... I think simple programs can also help folks to get started with the engine, which is really valuable. Let's forget about the integration test stuff for now and add it as an example. |
Fixed by #15. If anyone needs some additional event, open a new issue describing your use case! |
Right now, Coffee only exposes three input events (keyboard input, mouse input, and mouse movement).
We should probably expose additional useful events like
CursorLeft
,CursorEntered
,MouseWheel
, etc.The text was updated successfully, but these errors were encountered: