2015-12-05, 19:19
Hey charlie0440,
bet you weren't expecting things to get worse after a couple years
To add multiplayer support, I had to rewrite Kodi's controller handling from scratch. This turned out to be a bigger project than RetroPlayer itself, totaling thousands lines of code (~50%) greater than RetroPlayer.
The controller configuration utility was a proof-of-concept to get controller input testable. I'm rewriting this from scratch, so these errors shouldn't translate over when v2 hits. Hoping to finish this by january.
If you're wondering, here's what to expect: my plan for the new controller utility has the list of platforms vertically on the left, with a list of mappable buttons vertically on the right, and the controller image in between. The buttons will always be visible, as opposed to how they are now, shown in a dialog box only when a controller has been selected. Less activity = less complexity = less bugs.
That's my idea at least. any feedback is welcome.
bet you weren't expecting things to get worse after a couple years
To add multiplayer support, I had to rewrite Kodi's controller handling from scratch. This turned out to be a bigger project than RetroPlayer itself, totaling thousands lines of code (~50%) greater than RetroPlayer.
The controller configuration utility was a proof-of-concept to get controller input testable. I'm rewriting this from scratch, so these errors shouldn't translate over when v2 hits. Hoping to finish this by january.
If you're wondering, here's what to expect: my plan for the new controller utility has the list of platforms vertically on the left, with a list of mappable buttons vertically on the right, and the controller image in between. The buttons will always be visible, as opposed to how they are now, shown in a dialog box only when a controller has been selected. Less activity = less complexity = less bugs.
That's my idea at least. any feedback is welcome.