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State of multi-player Wayland

blinry.org

51–60 of 115 posts

Re: State of multi-player Wayland

#52
I wish libinput gave the option for pointer inertia, where the pointer glides to a gradual rather than a hard halt after you stop moving it. I’m limited to a trackpad these days and it’s a really nice feature on my Steamdeck that I’d love to have on my Thinkpad.

Come to think of it, Steamdeck is Wayland? How do they implement it?

Re: State of multi-player Wayland

#53

I wish libinput gave the option for pointer inertia, where the pointer glides to a gradual rather than a hard halt after you stop moving it. I’m limited to a trackpad these days and it’s a really nice feature on my Steamdeck that I’d love to have on my Thinkpad. Come to think of it, Steamdeck is Wayland? How do they implement it?

> How do they implement it?

In firmware.

Re: State of multi-player Wayland

#54

I have never liked split keyboards but I might if each keyboard was also a mouse with its own cursor, it seems fun to develop the skill to work that way. Would also be useful at times if the the Thinkpad trackpoint and trackpad could each have their own cursor and I could leave one somewhere. Or maybe a cursor stack like pushd/popd, registers would probably work better; instead of virtual desktops just give me one ma…

I have a UHK split keyboard with a keycluster module (which has a small trackball) on one the left half and a larger trackball module on the right half.

Even though there is only one cursor it's been a really powerful way to work, being able to control the mouse with either thumb.

Then there are the alternative keybindings that allow moving the mouse using the wasd keys as well.

Re: State of multi-player Wayland

#55

I wish libinput gave the option for pointer inertia, where the pointer glides to a gradual rather than a hard halt after you stop moving it. I’m limited to a trackpad these days and it’s a really nice feature on my Steamdeck that I’d love to have on my Thinkpad. Come to think of it, Steamdeck is Wayland? How do they implement it?

>I wish libinput gave the option for pointer inertia, where the pointer glides to a gradual rather than a hard halt after you stop moving it

Why? That seems like it would make it a lot harder to move the cursor precisely. (in fact the main implementation of it on linux I know of was a joke in IOCC)

Re: State of multi-player Wayland

#56

I have been dreaming about a split keyboard with dual trackballs and two cursors for the past few months. This may be the kick i need to actually get on it.

Don't let your dreams be dreams; there is the Svalboard Datahand [0]. Though, you may need to sell a kidney to purchase it.

In fairness to the creator, it's a niche product that would have taken quite some time to develop.

I quite like BenVallack's video about the Svalboard [1] (and his videos in general about his journey through the world of split keyboards).

[0] https://svalboard.com/

[1] https://youtube.com/watch?v=-Lz_FNoYHNM

Re: State of multi-player Wayland

#57

Earlier quoted context omitted.

KDE plasma. go wild.

Here's a post from 2023 where the majority of people say it just works, except for one guy who tweaked his env and broke it. https://www.reddit.com/r/kde/comments/18gfffw/is_zoom_still_... The fact you're griping about implementation details like pipewire makes me think you also tried micromanaging your env and broke something. If you use a fresh install and leave everything default, I'm sure it would work for you li…

> micromanaging your env

All the "micromanaging" you need to do to not have screensharing is one of the following; 1. Don't have a started dbus session 2. Don't have portals installed and setup 3. Don't have pipewire installed and setup

Meanwhile on X what you need is: 1. Have X

So no, it wouldn't work, the reason why it works for those people in the Reddit post is because they use distros and sessions that do all the things I listed that make screensharing not work if any one is not done.

PS: Wayland does have testing protocols for screenshots and screenrecording like 'wlr-screencopy' and some DMA buff one I forgot the name of. But for screen sharing there's nothing that Wayland implements itself afaik.

Re: State of multi-player Wayland

#58
post #55

I wish libinput gave the option for pointer inertia, where the pointer glides to a gradual rather than a hard halt after you stop moving it. I’m limited to a trackpad these days and it’s a really nice feature on my Steamdeck that I’d love to have on my Thinkpad. Come to think of it, Steamdeck is Wayland? How do they implement it?

>I wish libinput gave the option for pointer inertia, where the pointer glides to a gradual rather than a hard halt after you stop moving it Why? That seems like it would make it a lot harder to move the cursor precisely. (in fact the main implementation of it on linux I know of was a joke in IOCC)

You'd think so but as the person above mentioned, this is how the steam deck/controller does it and it works well. It mostly affects faster movements like flicking the mouse across the screen, leaving smaller movements unaffected.

Re: State of multi-player Wayland

#59

cant read the entire article on ios because the left part is just somehow cut off :(

Same on Android, insane that people aren't validating for mobile in current year

Insane author here. I think I just fixed this issue, if you wanna give it another try!

Re: State of multi-player Wayland

#60

I have never liked split keyboards but I might if each keyboard was also a mouse with its own cursor, it seems fun to develop the skill to work that way. Would also be useful at times if the the Thinkpad trackpoint and trackpad could each have their own cursor and I could leave one somewhere. Or maybe a cursor stack like pushd/popd, registers would probably work better; instead of virtual desktops just give me one ma…

>I have never liked split keyboards but I might if each keyboard was also a mouse with its own cursor

You might enjoy the KeyMouse (https://www.keymouse.com/).

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