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da-anda
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I like the lines - way better then showing the "name"/label of a button along with some mapped action. I'd at least avoid having too many text on screen - less is better IMO and with the lines you directly see which button does what - even if you have no idea what button "R2" is. So I like you screenshot above pretty much garbear, but I wouldn't show the button labels if no action is mapped yet - simply state that it's unmapped/undefined. I know this doesn't answer if the lines need to be dynamically generated or not. IMO it's no necessity (at least not for a first version) but would ofc be a nice thing to have. Maybe these could be handled via our GUILib in general - so adding some graph/plot features to it that skins could make use of also in other parts of the UI.
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Instead of lines, why not simply have a picture of the controller on the left, and a table of mapping on the right. When you cycle through each field to map the buttons, the corresponding area on the controller diagram is shown, with the rest of the controller getting the Gaussian blur treatment - this can be achieved simply by using an image mask.
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+1 for the idea with a list of available buttons/mapping and highlighting this on the shown controller when the button is selected in the list.
This could also work with some kind of wizard that the user has to map all the buttons in the first run:
Press the button for SNES A
(Controller is grayed out a little, and the A button on the SNES controller is highlighted)
Press the button for SNES B
(Controller is grayed out a little, and the B button on the SNES controller is highlighted)
Cool discussion btw
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Maybe this could be used to change the hotkeys on a hdmi cec tv remote.
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garbear
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the important thing is to get SIMD speedups. i've never used shaders before, so i'll probably start by pulling in OpenCV or Eigen or hand-rolling a slow shitty approximation. don't worry, everything will be behind a sane API so these different strategies can be swapped out depending on performance/aesthetic desires.
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garbear
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ok, i've hammered out a basic concept of the controller configuration gui