How is Eldiron handling input? And question about contribution guidelines #54
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Hi. Thanks for your interest. I will write a short overview tomorrow. Sorry for the delay. |
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Hi @gerudoking, sorry for the late reply. The last days were a bit hectic. The app input is handled by https://github.com/markusmoenig/TheFramework/blob/master/src/thewinitapp.rs, TheFramework is my UI / input crate which I use in Eldiron. It forwards messages to an app trait which Eldiron implements. The advantage of all this is that I also have an C API in TheFramework which handles input from Xcode and forwards to the trait, so on Mac I can build Eldiron natively in Xcode. For input, the common crate (which is the Rust version of a library) is called "winit" (https://crates.io/crates/winit), it handles platform specific user events and forwards it to the app which I than abstract in TheFramework one more time :) Let me know if you have any questions about all of this. Of course I am happy about contributions etc. I dont have a guideline just yet (Eldiron is still in alpha), the only guideline I have so far is that any contribution has to be MIT as that is the license Eldiron uses. Thanks. |
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Hello!
First of all, great idea you are building here! Thanks for sharing it with the world.
I want to better understand how is the tool handling player input! If possible to point to interesting docs, dependencies or source code files with information about it, I would find it great information!
Also, I'm not too much familiar with Rust, but it is a language I'm interested in learning better, so I might give a shot in contributing with something! Does the project have any contribution guidelines?
I have been teaching custom game engine development (in C++) in the local university for a while, so hopefully I can provide at least a small contribution while getting to better learn Rust.
Thanks!
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