[Beta, x86/ARM] Onscreen Joystick - Windows 8 Development and Hacking

Onscreen Joystick
By Netham45, Version Beta 1​I've been working on this for Windows RT/Windows 8 off and on (more off than on), and I think it's ready for a beta tag.
I'm eventually planning on selling this somewhere for $5 or something, but it'll always be free on XDA.
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Features:
Configurable for positions/keys pressed
Multi-touch support
Written in .Net, so one binary works on ARM and x86/x64
Open-Source
Documentation on how to use the configs should be at the top of the provided sample config.
Since this -is- the first public release, please let me know of any bugs you have with it, by posting in this thread and not by PMing me.
Known bugs:
Does not work with fullscreen applications (games/apps must run windowed)
Does not update smoothly (due to me using forms to render)
Quake 2 on Windows RT does not accept input from this app

Very nice! I don't know if it can be decompiled or serve as inspiration but comfort keyboard pro can stay on screen in almost any game I threw at it. Problem is it's kinda buggy and doesn't take well resolution changes, also the screen behind the keyboard gets pressed too.
Anyway, great app! this is certainly a must have for Win8!

I was thinking about making such program myself, but I don't know how to draw my own controls above fullscreen DirectX or D3D programs, so I have not even started.

mamaich said:
I was thinking about making such program myself, but I don't know how to draw my own controls above fullscreen DirectX or D3D programs, so I have not even started.
Click to expand...
Click to collapse
You'd basically have to inject into the DirectX process and hook the drawing and input functions.

netham45 said:
You'd basically have to inject into the DirectX process and hook the drawing and input functions.
Click to expand...
Click to collapse
Yes, I'm doing that in my project (private build for now) - as I emulate DX anyway. But I've thought about an easier method. Maybe overlays, or something like that.

Very nice, looking forward to use this with various emulators

Great idea! I don't own Windows 8 with a touchscreen, but I can imagine the convenience of having this for light-to-moderate gaming, especially on the go! It already looks like it, but if not it would be cool to show each button as there respective keyboard command. So if button binded to keyboard "X" key were changed to keyboard "P" instead, the button itself would change, respectively. Good luck with it.

Thanks, great app !!! Did you use it with epsxe (playstation emulator) ? It works ?
(doesn't have my win8 here with me)
Thanks !

I don't actually own a Windows 8 tablet, only a Windows RT one, so I can't test it with ePSXe

Ok, netham45. I'll test it as soon as i'll get my Asus vivotab and report here. Want me to do some kind of beta-test ? Thanks, again !!
TheMac

Right I need some help here, I want to create a second stick so that I can use mouse controls. couöd you help me set this up? i want to play minecraft heh

jonthe838 said:
Right I need some help here, I want to create a second stick so that I can use mouse controls. couöd you help me set this up? i want to play minecraft heh
Click to expand...
Click to collapse
not sure that will work as the clicks on the screen "are the mouse"
was sorta thinking of the same sorta thing for FTL, as the touchscreen dont respond properly in game.
Also works great on asus vivotab (me400) full win 8. With FTL.
Have you thought about Putting the sources up in github so ppl can push commits and help you develop it
I grabbed the zip and made a few changes. Want me to send you a zip back?
I made a basic program to test the above theory, and i could not get it to work
the "Mouse Thumbstick" makes the app you are trying to control loose focus.
Pvy.

DEV Feedback
Hey guys,
First I would like to apologize to Netham45, I did contact him earlier today directly when I did not yet have permission to post here. Second, I would like to thank XDA to allow me to post my first post here.
I've been working very hard on and off for the past few weeks from the original sources. I have completely rewrote a vast majority of the original source code, but kept the underlying principles. Everything is becoming a little bit more object-oriented.
Here's what I've been up to:
- Direct X support
- Multiple analog joystick
- Mouse support (analog joystick)
- Touchscreen as a mouse device
- Preliminary Edit mode to move buttons around
- System action buttons ( popup keyboard, edit mode, exit, etc)
Regarding "Touchscreen as a mouse device", In FPS or MMO, touching the screen is badly interpreted and the "mouse-view" system becomes chaotic and uncontrollable. By re-emulating mouse input from the touchscreen, I've been able to control mouse-view in game and mouse "mechanics".
I'm currently re-writing again some part of the software, I'm taking the edit mode out of the gameplay mode, separation purposes. I need to address some little issues and complete my mouse emulation on the touchscreen. It's been a lot of fun adding support, a lot of learning how to interrupt and inject back into windows os.
Now all of this is done on my spare time, on and off. It's something that I like to do, but I have a family, kids and game commitment (SW:TOR Guildmaster).
Right now, here are the games I've been playing with a fair amount of success :
SW:The Old Republic (MMO)
Team Fortress 2 (FPS)
Alien Swarm (shoot-em up)
As soon as I get a feedback from Netham45 and I feel I can release an update, I'll do.
pvyParts said:
not sure that will work as the clicks on the screen "are the mouse"
was sorta thinking of the same sorta thing for FTL, as the touchscreen dont respond properly in game.
Also works great on asus vivotab (me400) full win 8. With FTL.
Have you thought about Putting the sources up in github so ppl can push commits and help you develop it
I grabbed the zip and made a few changes. Want me to send you a zip back?
I made a basic program to test the above theory, and i could not get it to work
the "Mouse Thumbstick" makes the app you are trying to control loose focus.
Pvy.
Click to expand...
Click to collapse

LilCthulhu said:
Hey guys,
First I would like to apologize to Netham45, I did contact him earlier today directly when I did not yet have permission to post here. Second, I would like to thank XDA to allow me to post my first post here.
I've been working very hard on and off for the past few weeks from the original sources. I have completely rewrote a vast majority of the original source code, but kept the underlying principles. Everything is becoming a little bit more object-oriented.
Here's what I've been up to:
- Direct X support
- Multiple analog joystick
- Mouse support (analog joystick)
- Touchscreen as a mouse device
- Preliminary Edit mode to move buttons around
- System action buttons ( popup keyboard, edit mode, exit, etc)
Regarding "Touchscreen as a mouse device", In FPS or MMO, touching the screen is badly interpreted and the "mouse-view" system becomes chaotic and uncontrollable. By re-emulating mouse input from the touchscreen, I've been able to control mouse-view in game and mouse "mechanics".
I'm currently re-writing again some part of the software, I'm taking the edit mode out of the gameplay mode, separation purposes. I need to address some little issues and complete my mouse emulation on the touchscreen. It's been a lot of fun adding support, a lot of learning how to interrupt and inject back into windows os.
Now all of this is done on my spare time, on and off. It's something that I like to do, but I have a family, kids and game commitment (SW:TOR Guildmaster).
Right now, here are the games I've been playing with a fair amount of success :
SW:The Old Republic (MMO)
Team Fortress 2 (FPS)
Alien Swarm (shoot-em up)
As soon as I get a feedback from Netham45 and I feel I can release an update, I'll do.
Click to expand...
Click to collapse
any chance of having a look at some of it? or the current functioning binary?
i didn't put that much time into it
be pretty happy to help where i can.
Pvy.

Feel free to post your developments on it.

Thanks Netham,
I'll try to consolidate some part of the code, I'd like my mouse support to be better that what it is right now and I'll try to have a tentative release in a few days minus the edit mode that I'm basically tearing apart right now
Right now, my mouse support works well for a while and then becomes a little bit chaotic, I'd like to explain what I mean by that, but anybody who have played a FPS or MMO and touched the screen must know what I'm talking about. So right now, sometimes my code will trigger properly or not with not effect really... when it does 99% of the time it does well, with 1% with the same chaotic movement. It works well in MMOs, in FPS, it's different. For example in Team Fortress, for the first few seconds, it doesn't, then it works... it's not really related to how I code AFAIK. In SWTOR, it works very well... using the touchscreen or a 2nd analog joystick to mouse view stuff is awesome
Now I'll try to explain how mouse view works in a vast majority of games. When you use mouse-view, it kinda hide the mouse cursor and calculates movement from the center of the screen. Micro movement on the mouse means major camera movement. If you would click anywhere on the screen without my version of the on-screen joystick, the camera would go crazy and spin several time. What I do in code is center the mouse cursor then, slightly move it based on the touch mouvement, and voila works well
Now I wouldn't raid with that, but for leveling and doing solo quest, it works well...

LilCthulhu said:
Thanks Netham,
I'll try to consolidate some part of the code, I'd like my mouse support to be better that what it is right now and I'll try to have a tentative release in a few days minus the edit mode that I'm basically tearing apart right now
Right now, my mouse support works well for a while and then becomes a little bit chaotic, I'd like to explain what I mean by that, but anybody who have played a FPS or MMO and touched the screen must know what I'm talking about. So right now, sometimes my code will trigger properly or not with not effect really... when it does 99% of the time it does well, with 1% with the same chaotic movement. It works well in MMOs, in FPS, it's different. For example in Team Fortress, for the first few seconds, it doesn't, then it works... it's not really related to how I code AFAIK. In SWTOR, it works very well... using the touchscreen or a 2nd analog joystick to mouse view stuff is awesome
Now I'll try to explain how mouse view works in a vast majority of games. When you use mouse-view, it kinda hide the mouse cursor and calculates movement from the center of the screen. Micro movement on the mouse means major camera movement. If you would click anywhere on the screen without my version of the on-screen joystick, the camera would go crazy and spin several time. What I do in code is center the mouse cursor then, slightly move it based on the touch mouvement, and voila works well
Now I wouldn't raid with that, but for leveling and doing solo quest, it works well...
Click to expand...
Click to collapse
That's pretty much what I was doing. But... I was having problems passing clicks through.
Pvy
Sent from my Galaxy Nexus using Tapatalk 2

Quick update...
In the past few days, I've written a complete overhaul of the touch system, I had made some design mistakes on purpose along the way. Mainly to allow controls to be move/resized on screen... I'm now starting to implement an Edit Mode that works outside of the Gameplay mode. I've been working on serializing/deserializing object to save/load templates. So I guess, I'm about to work on the edit mode...
The hardest part is keeping everything working with the passing of events (mouse mostly) to the application, and trying to copy the cursor back to the application itself just to maximise a kind of blend in between the multiple layers on screen. One slight changes can break everything...
I'm going to explain how things works :
The Gamepad Mode is either active or inactive.
When inactive, the windows soft keyboard can be opened and use as usual and you can control your table with the usual touch interface. However, no control appears on screen.
When active, the software takes over every touch input and interprets it according to two modes:
The Gamepad mode where touch events are only interpreted by on screen visual objects. In this state, outside of the gamepad controls, the touch input is totally disabled.
The Touchscreen mode where touch events are interpreted by the on screen visual objects and the rest of the surface can be used as cursor/mouse view input, basically it completely reproduce a touchscreen device... Right now you can tap the screen to move the cursor to the tap location and left click OR you can move the cursor around. With that you have on screen buttons that replicate the mouse buttons.
All of that works pretty well.
This week I will try to implement a quick Edit Mode with load/save capabilites and the possibility to add controls on screen and to edit them. This will allow you to add Analog Gamepad to control the Mouse or Keyboard (WASD, QWES, Arrow Keys), mouse button and mouse scroll buttons (scroll up or down) and "simple" keyboard to replicate number and letters. Eventually I will add Shift/Control/Alt Keyboard command.
I'd like to have a small list of alpha testers, so if you're interested, let me know. Basically with Alpha, I'm not going to try to support a particular game, I'm looking for major issues that make it so that the software becomes unusable. If a software doesn't work, I'm not "yet" going to spend time trying to fix it, so it's mainly to figure out major bugs.
With Beta, I will start implementing other functions that I have may not thought in advance and that will cover multiple games.
Once it's released, then I'll look into providing support for particular games based on popularity and demands...

LilCthulhu said:
Quick update...
In the past few days, I've written a complete overhaul of the touch system, I had made some design mistakes on purpose along the way. Mainly to allow controls to be move/resized on screen... I'm now starting to implement an Edit Mode that works outside of the Gameplay mode. I've been working on serializing/deserializing object to save/load templates. So I guess, I'm about to work on the edit mode...
The hardest part is keeping everything working with the passing of events (mouse mostly) to the application, and trying to copy the cursor back to the application itself just to maximise a kind of blend in between the multiple layers on screen. One slight changes can break everything...
I'm going to explain how things works :
The Gamepad Mode is either active or inactive.
When inactive, the windows soft keyboard can be opened and use as usual and you can control your table with the usual touch interface. However, no control appears on screen.
When active, the software takes over every touch input and interprets it according to two modes:
The Gamepad mode where touch events are only interpreted by on screen visual objects. In this state, outside of the gamepad controls, the touch input is totally disabled.
The Touchscreen mode where touch events are interpreted by the on screen visual objects and the rest of the surface can be used as cursor/mouse view input, basically it completely reproduce a touchscreen device... Right now you can tap the screen to move the cursor to the tap location and left click OR you can move the cursor around. With that you have on screen buttons that replicate the mouse buttons.
All of that works pretty well.
This week I will try to implement a quick Edit Mode with load/save capabilites and the possibility to add controls on screen and to edit them. This will allow you to add Analog Gamepad to control the Mouse or Keyboard (WASD, QWES, Arrow Keys), mouse button and mouse scroll buttons (scroll up or down) and "simple" keyboard to replicate number and letters. Eventually I will add Shift/Control/Alt Keyboard command.
I'd like to have a small list of alpha testers, so if you're interested, let me know. Basically with Alpha, I'm not going to try to support a particular game, I'm looking for major issues that make it so that the software becomes unusable. If a software doesn't work, I'm not "yet" going to spend time trying to fix it, so it's mainly to figure out major bugs.
With Beta, I will start implementing other functions that I have may not thought in advance and that will cover multiple games.
Once it's released, then I'll look into providing support for particular games based on popularity and demands...
Click to expand...
Click to collapse
if your still looking for testers let me know happy to help you debug any quirks.
Pvy.

Have you managed to retain Windows RT compatibility?

Related

(STOPPED) New Omnia graphic shell

The development of this project has come to a stop.
I'll post any future update here, in case the project will resume.
Thanks for your support.
------------------------------------------------------
UPDATE 03/12/08 - Images added + Lock Screen Demo
Hey all,
i've been following the board for a little. I'm an lucky Omnia owner and i really love it, particularly it's versatility.
I just regret the lack of cool interfaces (put Manilla 2d aside, it's awesome, but it's like having an htc device on our phones, not very exclusive).
Here are some quick layouts of an idea I had today, it's practically just eyecandy stuff, maybe not the top usability around but, you know, in our life we must satisfy ourselves...
So here they are, a portrait and a landscape view of what's laying in my mind:
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
the home screen design:
the lock device screen:
-the audio profile control
- Programs folder
- Contacts page
the idea is to have a spinning wheel of icons, that allow to navigate between the main ambients of a mobile shell when tapped, just like SPB mobile shell or manilla, only more "graphic". The thing is conceived to be touch driven, with hrizontal sliding to spin the icons wheel and a vertical slide to access a secondary menu.
Actually the design phase is still underway, more screens will come.
-------------------------------------------------------------------------------
OMNIA USERS ONLY
>>>HERE<<< is the FIRST RELEASE OF THE SCREEN LOCK, coded by DeimosLP at MoDaCo.
Just unzip it everywhere you want and launch OmniLock.exe.
THIS ISN'T MEANT TO BE USED EVERYDAY at the moment, probably it drains battery very fast, haven't tried yet on long usage times.
A few notes about it:
- this is somehow a mockup since not everything has been implemented properly and we are still working on performance issues
- the main goal of this release is to get feedback and new ideas so we can improve the usability
what has been done :
- clock+date
- missed calls counts/sms count/mails count
- swing to unlock
- fade out on unlocking
- cool breathing "swing" logo
- fade in/out of the clock digits
what remains to be done:
- phone status and audio profile integration (as seen in the design)
- xml configuration file
- close the application on incoming call
- a lot of code cleaning/performance fixing
- interact with Speleomaniac's launcher
Cheers.
Hellbender.
this is a neat idea, here's what i think would make it even more practical for use and won't just fall off after its been developed. Cuz the problem with good ideas is that they aren't good enough to keep and people always switch back to some other interface...
here's my thought:
Take the portrait pic you have posted for example... Maybe you should shift that Spinner of tabs closer to the top of the screen, then have a spinner on the bottom half of screenshots of running programs, something like taskfacade or visualtaskswitch in the spinner style as well!! I think that would be freakin AWESOME and would really be functional from that front screen.
Its simple, attractive and would be incredibly functional... what else would ya need?
So yeah, 2 spinners, one of tabs, one of screenshots of open tasks (maybe even a zoom animation when you tap on an open task, just like visual task switcher)
whatdya think?
Yah, the idea is to have differente spinners of icons layered vertically (the green arrow pointing up means you can go up another level).
In landscape view looks difficult to have the secondo wheel visible, but the portrait version could be more useful with more than one visible at a time.
About the open task switcher, that would be awesome! I thought about it but i didn't want to push it too far from the beginning, but i agree it would be really useful. And i agree about zoom animation.
The only problem right now is that i need a programmer to do the "dirty" job, cause i'm just a designer, i don't have the knowledge to do that.
Still waiting for a sign
Cheers.
Hellbender
maybe, when you turn landscape, the icons just twist 90degrees, and the spinner becomes up/down, rather than left/right...
I'm a designer too, so i feel your pain... I throw together some wicked ideas but can't seem to find someone who will put it together... developing is VERY time consuming Wish i knew how
it will be difficult to remove the window bars and softkeys while keeping the touchflo.
This will have to be done in C++ (basically rework the whole frontend.) -meaning we need to know alot about each API to be able to create a flawless frontend that works with WM6.0+ backend
This will be quite a project.
I like how it looks
Integration will be the most beneficial way and with the best performance
zeezee said:
...Integration will be the most beneficial way and with the best performance
Click to expand...
Click to collapse
I'm prone to get to an accomodation with the Os limits, could be great just having that with bars, i tought it was cool without, but not essential. Performance are, indeed, crucial.
This is ment to be kinetic, so it must be as quick as possible mantaining a cool appearance. Initially i proposed an app made in flash lite thinking that could have some os interface tweaking overridden with a fullscreen app (and keep things easier for me to animate), but i suppose it isn't performing like a full c++ app.
Still looking for a coding partner
S2P
The album selection in the S2P software is somehow similar to what you are looking for, maybe you could ask it's developer for some help.
Please make it customizable: Let each one chose what software each icon is gonna open. It's easier if each icon opens a panel where you can configure any plugin you want. Make it a Launcher.
Great Idea!
dmro said:
The album selection in the S2P software is somehow similar to what you are looking for, maybe you could ask it's developer for some help.
Great Idea!
Click to expand...
Click to collapse
Don't know, i'm sure he follows these boards, so if he haven't gave a word here it is because he doesn't like the project, or have no time to spare. I don't want to bug anyone to take a part on my project, that's not a job.
dmro said:
Please make it customizable: Let each one chose what software each icon is gonna open. It's easier if each icon opens a panel where you can configure any plugin you want. Make it a Launcher.
Click to expand...
Click to collapse
It's what it mean to be right now. And i thought that customizable icons/apps was a must feature, cause everyone uses his fave apps for everything, and it's difficult to write an entire suit of applications with this visual approach, many tasks would bel impossible.
hellbender_it said:
Don't know, i'm sure he follows these boards, so if he haven't gave a word here it is because he doesn't like the project, or have no time to spare. I don't want to bug anyone to take a part on my project, that's not a job.
It's what it mean to be right now. And i thought that customizable icons/apps was a must feature, cause everyone uses his fave apps for everything, and it's difficult to write an entire suit of applications with this visual approach, many tasks would bel impossible.
Click to expand...
Click to collapse
I would presume he didn't see your thread since the first time you read it, it looks to be about some special interface for the omnia, and he doesn't own one. Just PM him anyway.
I would suggest you change your thread name to one which attracts the attention of the appropriate people.
I would love to see development for this project, and I'll do my best to help, I have an omnia, so atleast I can BETA test it out and provide feedback or w/e required.
Akshay
Something like flShow Carousel...
Click on the different examples...
http://www.flshow.net/carousel_examples.php
That would be awesome
EDIT: And make it for all devices!!!!
WildSioux said:
Something like flShow Carousel...
Click on the different examples...
http://www.flshow.net/carousel_examples.php
That would be awesome
EDIT: And make it for all devices!!!!
Click to expand...
Click to collapse
Exactly, same concept, but touch driven and with inertia. Very cool examples.
About the all devices subject, well if that depends on me i can make the graphic assets for every platform i think, with the given time obviously.
hellbender_it said:
Exactly, same concept, but touch driven and with inertia. Very cool examples.
About the all devices subject, well if that depends on me i can make the graphic assets for every platform i think, with the given time obviously.
Click to expand...
Click to collapse
I don't know anything about coding for PPC/WM. But I have used the above examples of flShow Carousel that I posted above for a website.
Aside from the flash in that, it uses XML. Since dazzlingdaz built a GUI using only XML http://forum.xda-developers.com/showthread.php?t=407900 I wonder if its possible to implement the flShow XML in that somehow?
BTW, the flShow Carousel uses inertia as seen in the "Mouse Interaction" example.
EDIT: I just noticed this on the flShow website...
Stand alone applications
The Carousel can be used in stand alone applications (like Delphi and C++ applications). Provided that you know how to embed flash movies in applications (and you also know how to handle fscommands issued by the movie), you simply have to associate fscommands to your photos:
<photo href="fscommand:mycmd" target="myparm">path/image.jpg</photo>
Click to expand...
Click to collapse
I have seen some here developing apps under C++ Lets make this happen. With my limited knowledge, I could try helping with some XML code.
mhhh... I'm thinking about a c++ fullscreen app embedding a flash application, this could keep things easy especially when porting the app on other devices (flash lite friendly), so resizing the movie to different resolutions should be like a snap, and the c++ base would allow to access device parameters that are not accessible directly from flash.
Furthermore using flash will allow more control over animations and visual quality from the design side.
Could that be a way?
hellbender_it said:
mhhh... I'm thinking about a c++ fullscreen app embedding a flash application, this could keep things easy especially when porting the app on other devices (flash lite friendly), so resizing the movie to different resolutions should be like a snap, and the c++ base would allow to access device parameters that are not accessible directly from flash.
Furthermore using flash will allow more control over animations and visual quality from the design side.
Could that be a way?
Click to expand...
Click to collapse
There is no easy way of doing. Either you do it complicated in C++ or you do it with C++ and complicated flash.
zeezee said:
There is no easy way of doing. Either you do it complicated in C++ or you do it with C++ and complicated flash.
Click to expand...
Click to collapse
You are right, i'll stop talking about things i don't know.
Things are moving a bit at MODACO
http://www.modaco.com/content/i900-...to-build-a-new-graphical-interface-for-omnia/
There's an interface demo done by a guy over on MoDaCo which is pretty decent for a quick mockup
http://www.modaco.com/content/i900-o...ace-for-omnia/
There's an interface demo done by a guy over on MoDaCo which is pretty decent for a quick mockup
Click to expand...
Click to collapse
Just posted a skinned version.
A little UP cause i'm slipped past the tenth page ...
*bump*
A li'l help from the guyz at xda would be appreciated, things are really moving at modaco and I'm sure they wouldn't mind a little hand from the xda experts.

[APP] {WIP} Virtual D-Pad - (Updated 15/12/09)

Run this app in the background to use the G-Sensor as a DPad. Seems to work with cursor (in word etc) and, start menu, list boxes etc.
Comments/feedback appreciated (but please remember it is a work in progress!)
Version History
Added sample full config with descriptions
Added <VK_DPAD> option in config xml to increase compatibility.
Version 0.9:-
Bug fix to tilt logic
Added more override options for individual applications (e.g. MaxX/Y, DeadZoneX/Y)
Uploaded XSD for config file (contains some documentation)
Version 0.8:-
Added hardware key toggle to config file
Version 0.7:-
Moved all settings into config file
Improved UI
New "Switch" mode added
New "KeySend" methods added (SendMessage & KeybdEvent)
Version 0.6:-
Minor bug fix
Version 0.5:-
New config file format, to support...
Acceleration mode!
Version 0.4:-
Better matching of exe names (oops!)
Version 0.3:-
Allowed list now works from exe name (rather than window title)
Version 0.2:-
Config file
Proportional directions
Non-flat center/neutral point (config - CenterX/CenterY)
"Dead Zone" (config - Threshold)
Restriction by program (config - Application)
Have a play and let me know your thoughts.
I'll give her a look see --- not happy with the virtual SIP solution I've been trying to code. I was wondering if I could detect a hardware key (like the back arrow) and then use the g_sensor for scrolling if and only if that button was being held. That way apps aready using the g-sensor could continue to use it and users could have greater control over what was scrolled and when. Since you already have taken this this far I throw the idea your way to run with it if you want to... if not that is fine too.
Blessings my friend in the new year!
PS-If you want to collaborate in coding send me a PM
Seems to work as intended... The single-hardware button "hold to enable - release to disable" would make this a real solution... Are use using Dutta's Unified Sensor API "My Brain Hurts website"?
Good work so far
how do you install this??
Excellent !!
exactly what I was looking for, great job!
I'll test it in some games unusable without d-pad and report.
thanks !
patterns said:
how do you install this??
Click to expand...
Click to collapse
I copied the files to my SD card and ran the exe... switching to another application then uses g-sensor as directional arrows... stopping EXE kills behavior... at least that's what worked for me
I tried it out and this seems promising. Below are some things I would like to see added to make this truly useful.
1. You do not want to have it active all the time so you need an easy ability to activate/deactivate it as already stated above. Either by pressing and holding a hardware button or by pressing and holding a certain area/corner of the screen.
2. When I hold the phone in my hand the neutral position is almost never the completely flat position. I think the position of the phone when you activate it according to 1. above should be taken as the neutral position. Any relative movements from that position should then be interpreted as left,right,up and down.
3. Make the speed of the scrolling configarable.
4. Make the speed of the scrolling proportional to the movement from the neutral position. If I move only slightly from the neutral position it should scroll slowly and if I move it a lot it should scroll faster.
5. A per application filter would also be really useful. For each application you should be able to specify ig G-Pad is active always, never or when activated according to 1. above. The default for unlisted applications should be to activate it according to 1. above.
Don't hesitate to ask if you have any questions regarding my suggestions. I don't think any of them should be really hard to implement.
Keep up the good work. I look forward to the next version of this.
Wow, so many responses! Like I said initially, its a work in progress. On the "ToDo" list is :-
1. Config File!
* Threshold setting (how much to tilt before registering
* Center (i.e. what angle is neutral instead of flat)
* Application list
2. Proportional control
I'll add the other suggestions to my list.
Cheers
Great work! The most wanted for me is the possibility to map it to a button, so by pressing the button your program is enabled, by pressing it once again, it is disabled again.
Another idea would be that it is just enabled while you are pressing the button, whereas it is disabled when you are not pressing the specified button.
But its up to you .
johnpatcher said:
Another idea would be that it is just enabled while you are pressing the button, whereas it is disabled when you are not pressing the specified button.
Click to expand...
Click to collapse
This makes the most sense to me, browsing lists for instance would be so much more practical.
Keep up the excellent efforts!
1.)How is this virtual d-pad different of GController ?
2.) Can you move the map in Age of Empires 1,25 with this ?
excellent idea and a very promising start. thank you and Happy New Year!
this thread belongs to the "themes, applications and software". i'll try to persuade one of the mods.
Wolfenzi said:
1.)How is this virtual d-pad different of GController ?
Click to expand...
Click to collapse
Thats written for the Diamond (not 100% on HD) and development has stopped
Wolfenzi said:
2.) Can you move the map in Age of Empires 1,25 with this ?
Click to expand...
Click to collapse
No idea! I dont have AoE so once its up and running properly (its still in very early alpha!) I'll ask people to post compatible & incompatible apps.
Looks really promising! Seems to work pretty nicely. I think the two main things I would like would be similiar to what people already asked:
- An easy way to toggle it on\off rather than running the application and killing it.
- A way to calibrate the sensitivity threshold. It reacts rather quickly now.
Good job!
Ideas
I've been thinking about this more... if you allowed a program button like the BACK ARROW to temporarily activate when pressed, read current orientation and then applied scrolled based on the orientation delta from the initial orientation and then disabled scrooling once the BACK ARROW was released. This would solve the "Gee its not flat" problem and the enable/disable issue. Other configurable options might include as noted above -- changing g-sensor sensitivity; limiting scroll direction (N-S or E-W)
Can't wait to see your next version... I've suspended work on my v-DPad because i think yours will be the better solution
Has anyone tried this on a Touch Pro, i might do it right now and get back to you guys
EDIT: Well I just tried this on my Touch Pro and it works prefect, but it would be awesome if there was a way to disable it when using TF3D because you have to have the phone perfectly flat or it will move around on the tabs, or maybe make settings for it to disable in some programs
Very nice app, I will keep my eye on this one, Thanks!
Very nice!
I think this is the perfect solution as it allows to control everything with the GSensor. Too bad GController development has beed stopped, I hope this will be the perfect successor.
Great job!
This is really great work and has a lot of potential.
Let's wait for a more "finished" version.
thanks
It's so amazing good job
Work in PocketGBA (GBA emulator)?
Does this app work in PocketGBA?
Can't play GBA games on my mobile now since i upgrade my phone to HD as PocketGBA require hardware buttons for directions control.
GBA on Morphgear is just too slow with the sound on

How should manufacturers differentiate

Hi Folks,
I wanted to share a concern of mine here.
Now that Microsoft governs EVERY aspect of hardware, how should manufacturers differentiate their offerings?
Will it just be by price and color of the case?
Price, design and storage capacity.
Unfortunately, they didn't tell them how to design their phones. Look at that LG crap, it's soooo ugly... that's not how they will be able to compete with the iPhone, which is what are apparently trying.
(granted, the iPhone's design is getting stale, but at least it's not ugly)
Screen size, type and quality, quality of camera, storage size, battery... But yes, there won't be much left for differentiation, although I personally find it great.
Keyboard or not keyboard.
Though it seems the OS doesn't work in landscape mode. Sucks, I hope they figure this out (though I doubt it).
You doubt that WP7 will have landscape mode?
It doesn't have it now.
And yes, I doubt that it will have it.
(I mean FULL landscape mode, not only messages and browser)
It doesn't work in the emulator but I've seen it in videos. It doesn't move the application bar but rotates the buttons. I'd say it makes sense on widescreen displays...They would have to do something with the homescreen though.
I've seen it in my own apps. But I want it to work in the whole system, INCLUDING the homescreen and every other place.
C:Sharp! said:
I've seen it in my own apps. But I want it to work in the whole system, INCLUDING the homescreen and every other place.
Click to expand...
Click to collapse
Hi,
this is an interesting direction this discussion is going.
I would think that they will have to support it somehow - lest manufacturers like LG will be unhappy.
On the other hand: the Pre has the exactly same issue. On it, many apps are portrait only and it has no issues with that.
How often do we really see someone (non poweruser) use the QWERTY? Be honest!
How often do we really see someone (non poweruser) use the QWERTY? Be honest!
Click to expand...
Click to collapse
That's why I doubt WP7 will support it.
Microsoft is copying Apple's approach, which means they're not adding anything, unless lots of people want it.
I've written some apps for WP7 and landscape worked. But unless it works in the whole system, this OS is of no use to me.
TAMHAN said:
Hi Folks,
I wanted to share a concern of mine here.
Now that Microsoft governs EVERY aspect of hardware, how should manufacturers differentiate their offerings?
Will it just be by price and color of the case?
Click to expand...
Click to collapse
I think they should differentiate by telling MS to screw their "specs" to some degree and put a d-pad/trackball/optical mouse on the front of the device where they belong. I like minimum hardware specs, but number of button specs and screen hardware is nonsense imo. Basically I want a device with multitouch resistive screen tech, and some sort of up-down-left-right control on the front of the device. Honestly, what would MS do if Samsung put an optical mouse and camera on the front of their device? Would they sue? I highly doubt it.
Let to OEM take care of their controls, and MS should just focus on making the software experience nice. I just upgraded to the Omnia II, and I'm missing a physical dpad in a HUGE way. I don't miss the kb all the much with swype, but this dpad thing was killing me. I remapped my volume rocker to up and down so it's not as bad...but if I couldn't do the same on a wp7 device <cringe>.
But to answer your question more directly...right now they'll have to focus on things like ergonomics and style. But I hope that the late success of the HD2 under t-mobile shows MS that people actually like the openness of WM they just didn't like the default device experience and that makes an impact on what wp7 will actually turn out to be.
gom99 said:
I think they should differentiate by telling MS to screw their "specs" to some degree and put a d-pad/trackball/optical mouse on the front of the device where they belong. I like minimum hardware specs, but number of button specs and screen hardware is nonsense imo. Basically I want a device with multitouch resistive screen tech, and some sort of up-down-left-right control on the front of the device. Honestly, what would MS do if Samsung put an optical mouse and camera on the front of their device? Would they sue? I highly doubt it.
Let to OEM take care of their controls, and MS should just focus on making the software experience nice. I just upgraded to the Omnia II, and I'm missing a physical dpad in a HUGE way. I don't miss the kb all the much with swype, but this dpad thing was killing me. I remapped my volume rocker to up and down so it's not as bad...but if I couldn't do the same on a wp7 device <cringe>.
But to answer your question more directly...right now they'll have to focus on things like ergonomics and style. But I hope that the late success of the HD2 under t-mobile shows MS that people actually like the openness of WM they just didn't like the default device experience and that makes an impact on what wp7 will actually turn out to be.
Click to expand...
Click to collapse
Metro UI is perfect for d-pad use, and I think it's ridiculous that they don't seem to be supporting it.
gom99 said:
Let to OEM take care of their controls, and MS should just focus on making the software experience nice.
Click to expand...
Click to collapse
Thanks but no thanks. First you allow d-pad and next you see programs (games mostly, but not only) that don't function well without it. You allow OEMs to add non-standard controls and they start making drivers themselve, mucking up OS-wide conventions and standards (like HTC is doing with hardware keys left and right).
A d-pad might be a nice feature but if it's there it should be on all devices.
vangrieg said:
Thanks but no thanks. First you allow d-pad and next you see programs (games mostly, but not only) that don't function well without it. You allow OEMs to add non-standard controls and they start making drivers themselve, mucking up OS-wide conventions and standards (like HTC is doing with hardware keys left and right).
A d-pad might be a nice feature but if it's there it should be on all devices.
Click to expand...
Click to collapse
You and your fragmentation ...optional keyboards already exist...you don't think that will come into play on games and applications? You can't keep a uniform xbox experience for a phone like you can for a console...people like different control. Heck even consoles are fragmented control wise, controllers, joysticks, steering wheels, guns, etc.
Let the people choose their controls they want for the task at hand.
We've had this discussion before, you fix this issue by having good sdks that allow you to easily create an application where you can set your controls based on your device.
I defintely need hardware buttons so I won't buy one unless it has a hardware keyboard. But we've seen tons of Windows Mobile devices and they all look different. Other then buttons and UI I'm sure that will follow to WP7. 3" to 5" screens, 8GB,16GB,32GB,64GB space. Color, material, qwerty. These will all be differentiaters.
gom99 said:
We've had this discussion before, you fix this issue by having good sdks that allow you to easily create an application where you can set your controls based on your device.
Click to expand...
Click to collapse
Absolutely. You can also require fallback controls for applications that require directional buttons - in the shape of on-screen d-pad, or other mechanisms, anything.
The problem is, there are no sdks and no requirements. Therefore I say - no, it should never be just up to manufacturers. It has to be delivered by the OS, with proper infrastructure in policies in place.
By the way, I've never seen any official requirement that the number of hardware keys is limited. There are mandatory keys, but nothing says there can't be more. Or does it? I know it's a popular idea in forums for sure, but there's no definitive source for this.
vangrieg said:
By the way, I've never seen any official requirement that the number of hardware keys is limited. There are mandatory keys, but nothing says there can't be more. Or does it? I know it's a popular idea in forums for sure, but there's no definitive source for this.
Click to expand...
Click to collapse
They're looking for the uniformity of the device, especially what the front of the device looks like with it's 3 buttons and the big mistake here is the lack of a d-pad-type control.
Also Microsoft issued a response saying that the hd2 had "too-many" buttons at MIX. So they seem to be sticking to their enforcement of device hardware key uniformity. But in my opinion it's silly...I honestly don't know how people Tolerate using the iphone with 2 buttons and a rocker.
Personally, I like D-pads/optical & physical trackballs, an ok/enter button, some kind of home key, and voice command buttons. I use the physical keys to control my device more than the touch screen, alot of my phone usuage is "one-hand" usage...primarily just thumb use.
Well, I'm not sure the wording used by MS meant exactly that, but anyway. I've used two devices without d-pad, the HD and the HD2, and also prefer one-handed operation with my thumb as the primary control. I must say that I miss d-pad occasionally, but exactly because some software developers didn't think about ways of handling their control elements without it. And therein lies the problem - relying on d-pad is just easy. Therefore if you know that some devices won't have it, you must force developers to write software that will work using other control mechanisms.
vangrieg said:
Well, I'm not sure the wording used by MS meant exactly that, but anyway. I've used two devices without d-pad, the HD and the HD2, and also prefer one-handed operation with my thumb as the primary control. I must say that I miss d-pad occasionally, but exactly because some software developers didn't think about ways of handling their control elements without it. And therein lies the problem - relying on d-pad is just easy. Therefore if you know that some devices won't have it, you must force developers to write software that will work using other control mechanisms.
Click to expand...
Click to collapse
Like you said I don't ever really miss the D-Pad until I use old applications that don't have good touch input set up. This is when I slide to landscape with my Touch Pro2 and use the arrow keys.
To differentiate themselves from other OEMS, they should produce better hardware. Hopefully this will drive the build quality of there devices thru the roof.

[APP]Shield2PCGamepad - Updated 10/18/2013

Shield2PCGamepad​
Shield2PCGamepad is set of server and client applications that allow you to use your Nvidia Shield as a PC gamepad. It creates a Wifi connection between the PC and Shield, giving you a wireless gamepad for your PC.
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Instructions:
Download the Shield2PCGamepad Server to your PC.
Download and install the Shield2PCGamepad Client on your Nvidia Shield (Android device).
Run the Server application on your PC first.
Modify button bindings to whatever keys you wish.
Press the Start Server button.
Open the Client app on your Shield.
Enter the IP address of your Server(PC).
Press Start.
Any button you press on the controller will press the bound key on your PC.
Use the touchscreen to control the mouse:
Drag on screen - move mouse.
Tap screen - left mouse click
Long press screen - right mouse click.
Notes:
Server requires Java.
If you are using LEFT, RIGHT, UP, DOWN for DPAD buttons, be sure that you set the key bindings for the DPAD in the game you are playing. With some applications these register NUMPAD 4, NUMPAD 6, NUMPAD 8, NUMPAD 2.
The limitation of the gamepad is there is no analog input from the joysticks or triggers. They operate like a keyboard key, either they are pressed or released. This may not work well on some games.
I have tested this on my pc running Windows 8, and my Nvidia Shield. I have played some games for a few hours with no issues and good responsiveness. If you have any issues please let me know and I will try to fix them as soon as possible.
This may work with other device combinations such as Mac/Linux for the server or an Android phone/tablet with an attached gamepad. If anyone tests, please share what works or does not work.
Change Log:
v1.1
-Both server and client must be updated to v1.1
-Mouse Left & Right buttons can be mapped to any Shield button.
-Mouse movement can be mapped to right joystick.
(Note: RS Left & RS Right keybindings must be Mousemove X+ or MousmoveX-,
RS Up & RS Down must be Mousemove Y+ or Mousemove Y-)
-Creates a constant connection instead of a new connection each button press.
-Added connect & disconnect menu options in client.
-Server log shows connection status and logs client key presses.
Shield2PC IME [BETA] - ROOT REQUIRED!
OK here it is! The IME runs the client in the background, allowing you to run another app on the shield while sending button presses to the server PC.
Instructions:
ROOT your device!
Follow instructions above to download and run server.
Download and install Shield2PCGamepadIME (below).
On Shield go to Settings> Language & Input> .
Scroll to "Shield2PC IME" and check the box on the left.
Press the Settings button on the right.
Click Server Address and enter IP Address, press OK.
Click Switch Input Method and select Shield2PCIME. (Server should be started first!)
The IME is a BETA. It is designed to allow you to control the PC while streaming the game to your screen from another app(i.e. Splashtop Streamer, RDP, or VNC). My testing shows very poor streaming for these apps. Even simple games are not playable due to the screen updating so slowly. This is probably because my network is so slow If this works well for you, please let me know.
Nice! A ton of people have wanted this option and will love it. You should post over at nvidia also so those people know
Can we use this with Xpadder or Pinnacle Game Profiler.
Can we use this with Xpadder or Pinnacle Game Profiler.
JM33 said:
Shield2PCGamepad​
Shield2PCGamepad is set of server and client applications that allow you to use your Nvidia Shield as a PC gamepad. It creates a Wifi connection between the PC and Shield, giving you a wireless gamepad for your PC.
Instructions:
Download the Shield2PCGamepad Server to your PC.
Download and install the Shield2PCGamepad Client on your Nvidia Shield (Android device).
Run the Server application on your PC.
Modify button bindings to whatever keys you wish.
Press the Start Server button.
Open the Client app on your Shield.
Enter the IP address of your Server(PC).
Press Start.
Any button you press on the controller will press the bound key on your PC.
Use the touchscreen to control the mouse:
Drag on screen - move mouse.
Tap screen - left mouse click
Long press screen - right mouse click.
Notes:
If you are using LEFT, RIGHT, UP, DOWN for DPAD buttons, be sure that you set the key bindings for the DPAD in the game you are playing. With some applications these register NUMPAD 4, NUMPAD 6, NUMPAD 8, NUMPAD 2.
The limitation of the gamepad is there is no analog input from the joysticks or triggers. They operate like a keyboard key, either they are pressed or released. This may not work well on some games.
I have tested this on my pc running Windows 8, and my Nvidia Shield. I have played some games for a few hours with no issues and good responsiveness. If you have any issues please let me know and I will try to fix them as soon as possible.
This may work with other device combinations such as Mac/Linux for the server or an Android phone/tablet with an attached gamepad. If anyone tests, please share what works or does not work.
Click to expand...
Click to collapse
2kool2Bcruel said:
Can we use this with Xpadder or Pinnacle Game Profiler.
Click to expand...
Click to collapse
No i don't think so. Basically when both apps are running and you press a button on the shield, the server presses a key on the keyboard. So this app is really emulating a keyboard, not a gamepad. So I may be wrong but I believe those apps you mentioned need a real gamepad attached. However any game that allows you to assign keyboard keys to game actions should be able to work directly with these apps.
Don't want to cross post.
So maybe you have some time to take a look in the nvidia forum post.
Can't use your app with the default nvidia streaming or splashtop.
If the app enters background modeon the shield it looks like it doesn't detect any keypress.
More details in the nvidia forum.
Thx & Greetings
Thanks for writing the server in Java, it works on Mac too!
Any ETA for the next update, so the app can run in Background ?
Thx for your work
Kekskruemeltorte said:
Any ETA for the next update, so the app can run in Background ?
Thx for your work
Click to expand...
Click to collapse
Next update will not include running in background. There is no way for a background service to receive input from key presses. This is due to android's security. I will do a little more research on it but I don't think it's going to happen. Sorry.
New update may be a little while, trying to get joysticks to work as mouse.
Thx for the update.
But Tincores Keymapper does detect input from key presses, if it's in the background. or did I miss something here?
Greetings
Kekskruemeltorte said:
Thx for the update.
But Tincores Keymapper does detect input from key presses, if it's in the background. or did I miss something here?
Greetings
Click to expand...
Click to collapse
As far as I know tincore can do this because it requires root. For several reasons I don't want to require root for this app.
And provide a Edition for root user?
This is the perfect app to use non supported games for nvidia streaming :/
JM33 said:
As far as I know tincore can do this because it requires root. For several reasons I don't want to require root for this app.
Click to expand...
Click to collapse
You could do it with an IME.
tincore said:
You could do it with an IME.
Click to expand...
Click to collapse
OK, I hadn't thought of that yet. New update should be ready in a couple of days. Then I will look into this option or root as a last resort. Either way I am getting into uncharted territory for me. I will be learning as I go so please be patient.
JM33 said:
OK, I hadn't thought of that yet. New update should be ready in a couple of days. Then I will look into this option or root as a last resort. Either way I am getting into uncharted territory for me. I will be learning as I go so please be patient.
Click to expand...
Click to collapse
I was also planning for quite a while to add a linux/windows server to my app. In fact, because I already have Android to Android network connectivity there is not much to do.
OK guys I have updated the first post with the new IME client. Please read the notes and instructions. Update to server v1.1 if you haven't already. ROOT REQUIRED This is useless to me on my slow network. The server receives fine, but the streaming apps are so slow that no game is playable. Hope your results are better!
I love this and have been playing with it a lot but I was curious if there is any potential for it to act like a 360 controller for a pc and not just emulate keyboard presses? This may be the wrong place to ask and I am sorry if it is but I would love to use the shield as a wireless 360 controller for my pc!
godvstheking said:
I love this and have been playing with it a lot but I was curious if there is any potential for it to act like a 360 controller for a pc and not just emulate keyboard presses? This may be the wrong place to ask and I am sorry if it is but I would love to use the shield as a wireless 360 controller for my pc!
Click to expand...
Click to collapse
Sorry, it won't work that way. Maybe it could but at this point I am going to leave the app as-is. I believe what you are asking for seems to have been achieved already here:
https://forums.geforce.com/default/topic/622876/general-discussion/-guide-use-shield-w-non-xinput-enabled-games-and-applications-xpadder-pinnacle-game-profiler-etc-/
My original intention of the app was to make the Shield function as a wireless controller for my pc. The app works perfectly for my own intentions, and I decided to share. So people asked for background support so I added that (though it's not perfect), but there has been virtually no response as it seems the post I linked has solved the issue for most. And hopefully nvidia will be adding this to a future update, doubtfully the next one.
Basically, I just can't put much more time into that when there is another solution available. Sorry. If more people are interested please say so and I might change my mind

Gaming Mice on Android

I posted this in the galaxy note 12.2 forums but since a lot of us use mice on the shield TV I thought it might help someone here.
Gaming Mice on Android
I'm not sure if anyone else uses a gaming mouse but I thought I would note that while I haven't found a way to configure a gaming mouse in android, you can still use any gaming mouse with onboard memory.
you just program it on your PC and then when you plug it into the android tablet (or any other android device) and all of your key pre-sets and lighting presets are there.
This is useful for people that remote into their work computers from home, or just want easy copy paste functionality or for the people that remote into their computers for gaming etc.
Personally I use a gaming mouse (Razer Naga Chroma) for work on a windows 7 workstation but I use my Galaxy note 12.2 exclusively at home with no access to windows.
The Razer Naga and Logitech G600 have a scroll wheel that tilts left and right and the function can be reprogrammed.
I reassign those to copy and paste and its way faster than using the keyboard and saves some wrist strain.
I also have shortcuts for our proprietary software programmed onto the side buttons and having access to that from home is a HUGE timesaver.
now when I work from home I can have everything at my fingertips instead of having to use the onscreen windows functions in teamviewer, or digging through menus in company software.
and a lot of the normal functions carry over to android pretty well (Copy paste is much smoother from the mouse etc.)
Anyways for anyone that this might help these are the ones I've tried so far:
Works:
Logitech G600 (Supports keyboard/mouse functions and simple hotkeys like alt + Shift + Tab but does not support complex macros to device memory)
Roccat Nyth (Supports everything including complex macros but does have a length limit)
Anything with onboard memory will likely also work to varying degrees.
Doesnt work beyond default buttons:
Anything with no onboard memory:
Any mouse designed to work with Razer Synapse 2.0
Lower end Logitech mice. (Some lower end models lack onboard memory)
mice can't touch action in android app&game
leasing said:
mice can't touch action in android app&game
Click to expand...
Click to collapse
Its true, with a mice, some apps work some apps dont, this is on full android, not sure what the situation is with stock
Android/shield does this neat thing it seems, where it makes every individual app create/declare mouse support, individually, instead of, i dont know, lets say, for an example, tie mouse support with the touch system in some fashion, on the OS level, you know, so that EVERY app works, without having to rely on every app with various degrees of dev support to include or update in the mouse support.........totally neat way of doing it
implementation fragmentation
Theres also the permission implementation im starting to notice now.........marshmellow it seems has implemented a rather NEAT storage persmission decleration requirement, whereas apps running on marshmellow have to declare storage permission in order to be granted storage permission.........good idea...(sporadic sarcasm off)...no, really, security effort :good:....(sporadic sarcasm on again), ......but, but, bad implementation, you've now declared older apps with no current dev support, that still fit a function, from working on the newest android version, and perhaps, then onwards..........if the app does not declare it seems, then it simply will not work, if it requires this particular storage access.........you've just isolated a good portion of older unsurported apps that still may serve a function
I dont see why they implemented this, mmmm... in this way(CANT.SENTENCE.PROPERLY), why make the requirement, for apps to declare this, when they should have attempted to secure it, and rightly so on this front, on the bleeming OS level.............all apps would have this storage permission in android settings somewhere, and you'd simply allow or deny, on the *OS level* (record, meet hammer), much :silly:
Anyways, continuation, where was i, ah yes
",on the *OS level*",..... without having to alienate older apps with no prospects for an update
Sorry for offtopic, suspiciously rantish, like behaviour :silly:
Edit: and silly,.....yep.....silly............. i always forget that one (insert scratch head emoji)
To Recap
OS LEVEL
Razer naga works
I was able to get my razer naga to work with the shield you just have to make some adjustments to it first. You have to plug it in to your pc, install synapse, open synapse, go into the performance tab, change the dpi to 800 and the polling rate to 125 hz. The settings are saved on the device itself so you can simply plug the mouse in to the shield now and it works. You might be able to play around with dpi settings to see what works but I'm fairly certain the main issue is the polling rate. I'm going to mess around one of their keyboards to make sure it works too.

Categories

Resources