# Wiimote support in GLFW

**URL:** <https://discourse.glfw.org/t/wiimote-support-in-glfw/458>\
**Category:** support\
**Created:** [March 18, 2008, 5:11am UTC](https://discourse.glfw.org/t/wiimote-support-in-glfw/458 "2008-03-18T05:11:43Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![system](https://canada1.discourse-cdn.com/flex035/uploads/glfw/original/1X/b8cdefe6b61b8d5aee6c43b2c56e9cf5eabecfe4.svg) [@system](https://discourse.glfw.org/u/system)\
**Post date:** [March 18, 2008, 5:11am UTC](https://discourse.glfw.org/t/wiimote-support-in-glfw/458/1 "2008-03-18T05:11:43Z")

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**nobody** wrote on [Tuesday, March 18, 2008](https://sourceforge.net/p/glfw/discussion/247562/thread/1300def8/#6486):

Hi,  
I’m starting the design phase of a pretty big opengl project that I want to use with a multitouch interface. I’m planning on building one using the Wiimote library. I have a question for the GLFW input device support. Is it possible to build a custom data driven input device to work with GLFW. I will poll the device (in this case, a bluetooth Wiimote) for data values which I will map to screen coordinates for further interaction. In my case, I will have actually multiple pointer data generated. Would this be possible?

Regards,  
Victor.
