Kodi Community Forum

Full Version: Input
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
(2016-01-19, 13:58)ironic_monkey Wrote: [ -> ]@RockerC way ahead of you Wink https://github.com/notspiff/imageencoder.raw
Very cool! Any chance that you also have interest to look at apngasm (libapngasm) for APNG?

(2016-01-15, 10:16)RockerC Wrote: [ -> ]Yes you have apngasm (libapngasm) which is a C++ GPL compatible zlib 'as is' licensed library for APNGs (Animated PNGs), see:

New apngasm sources: https://github.com/apngasm/apngasm
GUI authoring tool sources: https://github.com/apngasm/apngasm-gui
Ruby apngasm [rapngasm] sources: https://github.com/apngasm/rapngasm
(2016-01-14, 19:08)garbear Wrote: [ -> ]We'll need a more established library to include in Kodi. We've been bitten before by libraries that were essentially abandoned upstream, leading to a maintenance headache.
The apngasm work group is a FOSS project that recently got great respons promoting this free and open source APNG library via Kickstarter:

https://www.kickstarter.com/projects/374...escription

apngasm - FOSS Animated PNG tools and APNG standardization

Animated PNG, a high quality animated image format complete with full alpha channel and graceful degradation has been available and usable since 2004. Essentially APNG is like a much better Animated GIF. A large problem hindering widespread use is the lack of tools to create APNG. We would like to remedy this by taking the leading APNG conversion tool apngasm and, along with its author Max turn it into a robust and feature packed conversion library and a provide a full graphical authoring and editing tool.

Examples:

Mozilla has a good set of demos here: https://people.mozilla.com/~dolske/apng/demo.html

There is a very good comparison of APNG to GIF here: http://littlesvr.ca/apng/gif_vs_apng.html

The Phantom Open Emoji project is using APNG for animated emoji. Just check the cheat-sheet here: http://genshin.org/poe/cheat_sheet
(2016-01-20, 09:06)garbear Wrote: [ -> ]So my best guess is that the kernel driver isn't calling its buttons 0-7. In fact, I see (here)

Code:
static const short mk_arcade_gpio_btn[] = {
    BTN_START, BTN_SELECT, BTN_A, BTN_B, BTN_TR, BTN_Y, BTN_X, BTN_TL
};

I don't know what these are #defined as, but I'm guessing not 0-7. I would suggest replacing that line with this and seeing if anything is fixed

Code:
static const short mk_arcade_gpio_btn[] = {
    0, 1, 2, 3, 4, 5, 6, 7
};

If this hack fixes things, I'll be able to make allowances for this in the joystick add-on.
This did not resolve the problem. It resulted in 0 buttons on the controllers.
mk_arcade_joystick_rpi may not be the problem though. Without the GPIO module loaded, my usb controller (working in jstest) also has its button presses not being recognized
http://xbmclogs.com/pwvc1qeiv
I pressed every button on the controller, but the log shows nothing
@RockerC if the api is picked up (in polished state) i will. if not, it would just be a waste of time.
(2016-01-20, 10:20)ironic_monkey Wrote: [ -> ]@RockerC if the api is picked up (in polished state) i will. if not, it would just be a waste of time.

If you PR it against one of my retroplayer branches, I'll carry it along until we have a working configuration utility
(2016-01-20, 10:13)N3MIS15 Wrote: [ -> ]mk_arcade_joystick_rpi may not be the problem though. Without the GPIO module loaded, my usb controller (working in jstest) also has its button presses not being recognized
http://xbmclogs.com/pwvc1qeiv
I pressed every button on the controller, but the log shows nothing

I set up a new sd card with jessie minimal img and everything is working as expected. No idea why the wheezy attempt didn't work though.
Grumpygamer, I just realized you were the guy who submitted the sloth on the old mascot thread! Welcome back to helping dev!

We might have to make that sloth, if you still have it, the official mascot of Retroplayer.
Yep, I was waiting for my 3rd place T-Shirt prize LOL

Yeah I might still have it somewhere. Not sure using different mascots would work. They are completely different styles too.
PR is in for some button maps in OE. Do you also need the button maps to be done in Windows, or can you infer them from the linux ones?
I finally got around to the detailed overview I've been meaning to write. It's posted in the documentation subforum.
I am attempting to do button maps for a number of peripherals at the moment, and I am running into a couple of issues:

  1. It is hard to tell which buttons are located where on the target controller. For instance, for some systems I am unsure of whether to map A/B as bottom/left, bottom/right or even left/bottom. I have worked around this by simply googling a photo of the target controller and simply reading the button names off the photo. It would be super useful to have either the target button highlight or even just a clearer photo of some of the controllers with the button names clearly visible.
  2. If I make a mapping mistake, I cannot seem to cancel the rest and go back. I have to start hitting random buttons on my remote to push through to the end of the mapping sequence and then start again. This is hardest when a target system's controller has many more buttons than I have available on my controller.
  3. I was attempting to do a button map for the Wiimote, and for some reason the xml file never gets created. Does OpenELEC treat the Wiimote differently? It seems like the button maps are very good for navigating Kodi.

In other news, I am starting to call up all my friends and getting them to bring around their controllers for me to map. I should have a map for this by next weekend.
Try using the button maps on the bottom of this page. https://github.com/retropie/RetroPie-Set...figuration
(2016-01-26, 16:07)N3MIS15 Wrote: [ -> ]Try using the button maps on the bottom of this page. https://github.com/retropie/RetroPie-Set...figuration
That's a great resource. Thanks!
I've gathered the joystick family data from Kodi's old joystick keymaps, see joystickfamilies.xml. If anyone wants to try getting the button mapper to use a button map from another joystick in the same family, it should be a small but fun challenge.

Also, I found and fixed a bug in the joystick handling code. I was able to map all 7 types of controllers I have on linux without problems, so hopefully this fixes things. I'll kick off some builds and upload them tonight.
(2016-01-28, 02:19)garbear Wrote: [ -> ]I've gathered the joystick family data from Kodi's old joystick keymaps, see joystickfamilies.xml. If anyone wants to try getting the button mapper to use a button map from another joystick in the same family, it should be a small but fun challenge.

Also, I found and fixed a bug in the joystick handling code. I was able to map all 7 types of controllers I have on linux without problems, so hopefully this fixes things. I'll kick off some builds and upload them tonight.

Are the families supposed to share configuration or only be a grouping for convenience when searching through menues?

Currently I don't think the Wired and Wireless Xbox360 controllers can share a config, since one uses buttons and one uses axes for the d-pad on Linux.

This is changing soonish, but for current kernels and older ones it will be broken.
Hello,
last night I was trying the latest build for OE with MAME.
First of all there is no MAME-specific mapping which had me at a loss.
I think despite the complexity and variety of interfaces MAME emulates it should have a per-MAME setting that differs from the Kodi mapping.

Secondly a problem I encountered was that there should be a way to leave some keys unassigned.

In fact I was playing with a friend yesterday evening and had to remap the controller (see further issues with this below).
As it is now Retroplayer will not tell you for example you are mapping the dip-switch (service mode) to a certain key, so I ended up having to figure that out by trial and error.
Once I managed to move the mapping though it always got in the way; when action was a bit more frantic my friend got a bit anxious and inevtably ended up pressing the "service-mode"-related key thus ending the progress he had made with great frustration. This is why I propose to have the ability to leave some mappings undefined.

Other usability issues:
1. When it says "Press key for... " I have no clue what that key will do so I really don't know what I want to assign to it.
2. There's a bit of confusion with the wording of the sticks (I am using the XBOX 360 Wireless controller), but I think that will die with the introduction of the new mapping system.
3. The mapping occurs for all buttons on the controller I use, regardless of the controls actually being used (a one button joystick game gets mapped to the X360 Controller using all sticks and pads, triggers), that leaves me wondering what's going on behind the scenes.

Just my two cents after trying it out.
I hope it's helpful to improve the experience a little
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26