Agon/baukasten — pull request #5 by extemporalgenome (2012-02-12 09:06:59+00:00)
Title: EventQueue implementation

Currently, there are channel wrappers around the EventQueue implementation -- ChanToQueue and QueueToChan, which can be used to wrap the standard baukasten event channels while arbitrary, configurable buffering.

I'd like to explore making the glfw callback functions pluggable as well (as something of a sub-driver), so that when buffering is desired, they can skip the current send-or-discard logic in cases where that's not desired.

In practice, I find high-level input operations can be defined in terms of modes; for many games, keyboard input would typically be handled unbuffered, with overlowing events getting dropped (as is the default case in baukasten), though the user may want to switch into command/chat input, in which case keyboard events should never be dropped. A good system for switching between such modes, low latency or high accuracy, is desirable.