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Input Handling #69

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@msiglreith

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@msiglreith

State of Ecosystem

An (non-exhaustive) overview where the Rust ecosystem is currently standing in this regard.
Focused on

  • winit supports raw input handling on some platforms (exposed as DeviceEvents). These are window independent and, typically, not post-processed by the OS. It is planned to add support for gamepads.
  • openxrs provides language bindings for the OpenXR API (AR/VR). The specification includes a concept for input mapping via user defined actions and bindings. Planned support for providing an device interface api.
  • gilrs is a Rust library for gamepad support independent of windowing libraries
  • Platform or device specific libraries like multiinput, dualshock4, ...
  • amethyst has an input mapping API for mapping device events to custom user actions
  • Using C libraries like SDL2 for input handling

Issues

  • Hard to provide an unified experience for users similar to OpenXR for AR/VR or Unity's latest Input approach, which goes in a similar direction as OpenXR
  • Quite a bit of fragmentation, no real overview about the state of each library in this regard

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