2015-06-25, 21:33
(2015-06-25, 15:32)enen92 Wrote: Spent some time yesterday building retroplayer + binnary addons under arch linux x86_64 and after some time (and a lot of curl related https errors) I managed to have it compiled and running. Nestopia + 2048 placed the lib file in the lib folder but retroplayer was looking for it in share/lib. Manually creating a symlink solved the issue, which is alread reported here (https://github.com/garbear/xbmc/issues/3...-115029106 ).
The libretro wrapper is looking in special://profile/addon_data/game.libretro.nestopia/ for the libretro core. This resolves to kodi/share/kodi/addons/game.libretro/game.libretro.so, but we need to to point to kodi/lib/kodi/addons/game.libretro/game.libretro.so. I'm not sure which special URL I should use for this.
(2015-06-25, 15:32)enen92 Wrote: - My most recent gamepad is a PS3 dualshock. Kodi recognized the gamepad and I managed to have some keypresses logged in the log file (@garbear it seems the main issue yesterday was the fact that I accidentally turned on the ps3 while having the gamepad connected to the laptop). However most of the buttons are recognized twice (or multiple times). For instance, using the gui and pressing one button makes the dialog move 2 or 3 buttons below. Kodi crashes often when using the ps3 gamepad (I assume because they interprets that is receiving multiple presses at the same time).
Can you post some debug logs?
(2015-06-25, 15:32)enen92 Wrote: - I recall in the configuration gui video that was posted some time ago while moving in the buttons dialog a little circle would focus the button on the joystick image. Unfortunately I don't have this behaviour. I can configure the input but each button don't show in the window what is the button it's referring to.
The GUI changes were disabled a while ago because the basic OpenGL implementation was buggy. This needs to be properly abstracted and implemented across various rendering systems. It's on my list of things to do.
(2015-06-25, 15:32)enen92 Wrote: Noticed that some of the python files present here (https://github.com/kodi-game/kodi-game-c...er/scripts) are not present on my installation folder. I don't know if this is supposed to work this way or something is missing on my setup.
Those python files are just some scripts I was using to generate costmaps. They're meant to be used offline to avoid adding to Kodi's runtime.
(2015-06-25, 15:32)enen92 Wrote: - Despite following this project for a long time, I had some problems to understand how the configuration gui works. It would be nice to have a dialog ok (like the one that is present if peripheral.joystick is missing) to explain how the configuration should be done if no buttonmaps exist. To have a gamepad controlling the kodi interface we need to configure the default controller first, to have the gamepad to control a specific game we need to configure the proper platform controler. It took some time for me to understand this.
It's so hard to write clean code when GUI code is involved. In order for the configuration gui to get any more advanced, it'll need to be moved into a python script. This is a lot of work.
Instead of making nicer and prettier ways for the user to perform configuration, I'm gonna aim for the underlying issue - making configuration unnecessary. When all gamepads work out of the box with sensible defaults, a monolithic configuration utility that can match N gamepads to M platform controllers becomes unnecessary. Small, simple configuration GUIs can be used from different parts of the GUI when minor tweaking is desired.
(2015-06-25, 15:32)enen92 Wrote: - It would also be nice to be able to clean the buttonmaps from the input settings window. Hitting reset to default doesn't seem to delete the buttonmap.xml file.
ATM the only way to clean the buttonmap is to delete userdata/addon_data/peripheral.joystick/buttonmap.xml.