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Player Manager #87
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Next round of screenshots: I fired up a Sega Saturn game, which defaults to two controllers: I clicked on the Ports item to open the Port Setup dialog: I selected the 6 player multitaps for both ports: After that, 12 players appeared in the list. Here's the top of the list: And here's the bottom of the list: |
I've upstreamed a small bit of progress: xbmc#22856 Player icons now appear as the physical controller held by the player. |
I fixed a bug introduced in v20: xbmc#23482 In order to test, I've created a stripped-down version of the Player Manager that I call "View Players", which gives you a read-only view of the players. You can change the ports via the "Ports" item and the players will update in real time. Here's the item in the in-game OSD: It opens a window that shows the player map: Selecting "Ports" opens the Port Dialog to let you configure the ports: For example, then the Multitap is replaced with a SNES controller, the "View Players" window is updated like this: |
Update on the Player Manager. I think I figured out how it will work. I added a row for "Players" that shows their avatar, along with the virtual port that they're assigned to: Pressing left/right on the controller in this window will reassign the controller to a different virtual port/avatar, but the player will stay constant. You can also select a controller in the controllers list, and map it to multiple virtual ports/avatars (e.g. a single keyboard can control multiple virtual ports). The vertical column can be seen as each player's "buttonmap". The vertical column can contain multiple (maybe partially-mapped) controllers. And controllers can be mapped to multiple virtual ports/avatars. This way, we have many-to-many controller mapping. Clicking on the "Player" row lets you configure players individually and remap them to different virtual ports: Pressing left/right in the player list will reassign your player account to a different virtual port. When you return to the main window, your "buttonmap" will have travelled left/right with your avatar. |
I'm getting closer to tunneling between Kodi and a mobile browser using QR and BitTorrent. I'm having trouble generating the QR code, but it renders just fine: Kodi can now pull metadata directly from the BitTorrent DHT using libtorrent. I added the following as a video source:
Within a couple seconds you can browse the torrent's files: |
I've upstreamed Nearest Neighbor filtering: xbmc#24395 In addition to using it for QR codes, I'm rendering 8-bit avatars (16x16 pixels) and upscaling them using NN. Here's the original avatar: And here's what it looks like with NN upscaling: The Avatars are packaged as a Game Resource add-on (https://github.com/kodi-game/resource.avatar.opengameart): |
The Player Manager now has full keyboard and mouse access: xbmc#24524 |
Player Manager design requirements
Early screenshot:
Hypothetical example of depth-first player assignment:
Discussion: https://forum.kodi.tv/showthread.php?tid=295463&pid=2676758#pid2676758
Datasets:
Avatar add-on:
Controller add-ons:
Controller feature support:
Topology support
New skin controls:
<control type="playerpanel">
)control type="controllerpanel">
)Controller panel:Avatar panel:Common properties:Menus:Avatar menu:Controller menu:New dialogs:Player profile info dialog:Emulator integration:
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