Some touchpad features.

Hello. A few useful touchpad features such as grab and drag-n-drop is not supported yet.
Will this be fixed?

Comments

  • DreamwriterDreamwriter Posts: 768Member
    Wouldn't that be up to your game? What is there to fix, it's a touchpad, does it not recognize taps and continual touches? Those are all you'd need to implant grabbing or drag/drop in your game.
  • arcticdogarcticdog Posts: 235Member

    Wouldn't that be up to your game? What is there to fix, it's a touchpad, does it not recognize taps and continual touches? Those are all you'd need to implant grabbing or drag/drop in your game.

    I have to agree.

    This is a pattern that works well with UI frameworks. But drag and drop is pretty nebulous in a game application. What exactly is grabbed? Dragged? Dropped? A pixel? A character? A part of the back ground? In a game, it's up to the developer to define what that is. In a UI framework, the elements have mostly been defined for you.

    I could see where support for swipe gestures might be helpful though.

    Also.. am I the only one who feels that the track pad isn't sensitive enough? I think the area should mimic the screen area the best it can rather having to do three or four swipes to get the mouse pointer from one side to the other.
  • chamberlinchamberlin Posts: 51Member
    Agree, we're going to tweak the velocity for the trackpad.
  • bluecollarartbluecollarart Posts: 75Member
    I just realized, you guys somehow came to your senses and made the trackpad rectangular instead of round! Good on you guys. I still have no idea what the idea was there, haha.
  • BalbiBalbi Posts: 198Member
    If the point was to be just gestures without location in mind the round one is just fine. I don't imagine the touchpad will be the center of many games and will be used for simple things, not pixel perfect painting like in a NDS game :)
    Lead Developer of Leroux
  • kiwicocokiwicoco Posts: 86Member
    Also.. am I the only one who feels that the track pad isn't sensitive enough? I think the area should mimic the screen area the best it can rather having to do three or four swipes to get the mouse pointer from one side to the other.
    Agreed!

    Agree, we're going to tweak the velocity for the trackpad.
    Ahh, I'm VERY happy to hear that!! :)
    I just realized, you guys somehow came to your senses and made the trackpad rectangular instead of round! Good on you guys. I still have no idea what the idea was there, haha.
    Well, maybe. Or maybe the round aspect is just an aesthetic detail that we're not seeing right now because our controllers are all clear-plastic. That was always my impression, that it would look round and huge on the outside but in reality only had a rectangular sensor for a portion of it and just by using it you'd notice.

    I'd still prefer the design to not confuse people by having a whole dead area for the curved part, of course. But I'm not sure they've done away with it yet.
  • BadKangarooBadKangaroo Posts: 6Member
    I don't remember seeing this in the libs but is there a way to get absoloute position on the trackpad? that would be all that's needed for some gestures for swiping from the edges of the screen, drawing some basic for gestures like from black and white.
  • GaslightGamesGaslightGames Posts: 156Member
    Has anyone been able to detect which player used the Trackpad?

    I receive the MotionEvent...
    Then assign controller = OuyaController.getControllerByDeviceId( event.getDeviceId() );
    And then check for ACTION_HOVER_MOVE.

    But the controller.getPlayerNum(); in this instance is null.
    Yet, if we receive other MotionEvents (for the Thumbsticks, for instance) then it's fine.

    I know the Trackpad is coming in as a mouse, so is it a special case?
    Can we ever find out which controller used the trackpad?
    Or, have I missed something completely and am doing it wrong?
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