libinput returns multiple keyboards that do not generate events
Stefanos A.
stapostol at gmail.com
Thu Jul 17 05:38:13 PDT 2014
2014-07-17 14:20 GMT+02:00 Jasper St. Pierre <jstpierre at mecheye.net>:
> Why do you need to know which one is the "real" keyboard? Just listen to
> events from all of them. On my laptop, I also have six keyboards. They are:
>
> Power Button
> Video Bus
> Sleep Button
> Integrated Camera
> AT Translated Set 2 keyboard (this is the actual "keyboard" keyboard)
> ThinkPad Extra Buttons
>
> All of these are real keyboard devices that will send keyboard events if
> you try hard enough. If you get multiple keyboard devices on the same seat,
> you should treat all of them as equally valid and group them together into
> one virtual keyboard. Same thing with pointer devices.
>
Why would the Video Bus and Integrated Camera be detected as a keyboard in
the first place? Is this really the intended meaning for
LIBINPUT_DEVICE_CAP_KEYBOARD? It may be a matter of semantics, but I would
expect Integrated Camera to provide events under a separate cap, such as
LIBINPUT_DEVICE_CAP_GENERIC.
For my use case, I need to be able to connect multiple keyboards and
receive input from them independently. For example, in a two player co-op
game, each player should be able to use his own keyboard to control his
character.
Without knowing whether a given device is a "real" keyboard, how can I
distinguish between e.g. the internal laptop keyboard and an external
keyboard connected via USB? Do I need to create multiple seats? If so, how
would I know how many seats to create, given that I don't know how many
keyboards are there in the first place?
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