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[WORKING] Software Multi-touch gamepad on Blackstone [DEVS HELP TO REFINE?]

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By Kizmet, Senior Member on 24th February 2009, 04:29 PM
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For progress on the development of a gamepad for blackstone please go to the end of the thread.






was pondering the problem of playing non-touchscreen games on the hd and the lack of control options.
In a basic form what is needed is 8 way direction control and a number of buttons that can be pressed simultaneously:

There are three options that I think are worth investigating:

1) general g pad controls simulated by g sensor plus additional buttons created on a SIP or shell for the games.

2) a software shell that places a touchscreen dpad on one side of the landscape screen and have the light sensor and front camera on the other side as buttons. A keypress would be simulated when the ssensor is covered by a finger. Perhaps the back camera too? This would allow many games to be played, I think.

3) Calculated multitouch. When a resistive screen is multitouched I think this produces an intermediate result between the two touches.

If you created a shell that had precise positions of all the buttons worked out multitouches could be mathematically calculated and then sent as simulated keypresses... n effect creating a virtual and invisible keypad in the middle that only becomes active when more than one button is pressed.

For example pressing up and the (a) button creates a virtual touch in the red circles etc.

If actual touches are intercepted and only virtual touches sent as keypresses this could also work.



My question is for the technical people out there who know much more about this device than me... is there any obvious reason you can see that one or all of these methods would not work?
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24th February 2009, 04:38 PM |#2  
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Theoretically combinations could allow for great flexibility... for example - in a first person shooter - look direction could be controlled by the g sensor, actual body direction controlled by a virtual d pad and firing and jumping by simulated key presses.

Or in a driving simulator left right accelerate and brake could be controlled by the g sensor and a gearstick and other controls by virtual buttons.

Very versatile.
24th February 2009, 06:08 PM |#3  
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I'm working on it


http://forum.xda-developers.com/show...4&postcount=19

The current version has a fully functional dpad and mouse.
I'm intending to make a specialised version for gaming, with just a dpad and maybe a couple of "A" and "B" type action buttons, probably customisable.

V
25th February 2009, 12:34 AM |#4  
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Hey, this sounds really awesome! Keep it up!
25th February 2009, 09:08 AM |#5  
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Anyway all that games are 640x480 at most so we have 160 pixels to put software DPAD for playing them (instead of doing scaling) and I think that in the future when 800x480 games will come out there will be better solution to play those games . All we need is someone who is gonna write the codes for that software DPAD to fill rest of the screen.
25th February 2009, 11:54 AM |#6  
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This is my point... a solution to access the many great vga games. However the control system is problematic... hence this post to determine the best solution. A standard sip will not do.
25th February 2009, 11:58 AM |#7  
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Quote:
Originally Posted by vijay555

I'm working on it

The current version has a fully functional dpad and mouse.
I'm intending to make a specialised version for gaming, with just a dpad and maybe a couple of "A" and "B" type action buttons, probably customisable.

V

Looks great, mate. For your gaming version will it integrate with wvgafix?
25th February 2009, 02:50 PM |#8  
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vijay555, I may have just fell in love with you! We're getting closer and closer to being able to play emulator games, flash games, and all sorts of other games! Wheee!
26th February 2009, 06:38 PM |#9  
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Quote:
Originally Posted by Kizmet

Looks great, mate. For your gaming version will it integrate with wvgafix?

It would definitely be cool if that black space at the bottom that's not used when switching to VGA/QVGA could be used by the pad.

Just out of curiosity, vijay, does the app you're working on simulate multi-touch like Kizmet is suggesting here? (Kudos to you, Kizmet, for illustrating this idea so wonderfully by the way!)
26th February 2009, 11:34 PM |#10  
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I'm investigating WVGAFix right now - I've been out of the scene for a while, and so much new stuff has come out, so it's the first time I've seen this app.

I currently use a different solution which achieves a similar result to WVGAFix, but in a different way. When VJVirtualMouseWinFX loads, the screen will shrink up to make space for my control zone, in a similar way to WVGAFix.
However, WVGAFix is very interesting, and possibly a better solution for fullscreen games, but it may interfere with receiving "mouse clicks" in the area of the screen that is made black, as that black area doesn't "exist" as far as the OS is concerned.

Another problem is that WVGAFix won't work neatly with landscape orientations - unless you really want the DPAD control zone to be stuck on the right of the screen while playing in landscape. As I said elsewhere, I'm investigating some other neater layouts when in landscape.

I may try to find a neat hybrid solution between WVGAFix and my method.

The multitouch concept IS incorporated in another version - a dpad only version specialised for games (as you want more space so you don't accidentally click the mouse).

The multitouch DOES work, but is not as comprehensive as the recent G1 hack for Android multitouch (well, as far as I know, I don't have a G1). Calculated multitouch on Windows Mobile works in some situations, but for instance the iPhone "pinch" gesture cannot be well emulated. However, "pinching" with one finger while leaving the other one still DOES work, so multitouch is about 80% functional.

Also, simultaneously rotating two digits around a static centre point (eg Minority Report) also doesn't work well, but that's not a very comfortable gesture anyway!

V
26th February 2009, 11:43 PM |#11  
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Quote:
Originally Posted by vijay555

I'm investigating WVGAFix right now - I've been out of the scene for a while, and so much new stuff has come out, so it's the first time I've seen this app.

I currently use a different solution which achieves a similar result to WVGAFix, but in a different way. When VJVirtualMouseWinFX loads, the screen will shrink up to make space for my control zone, in a similar way to WVGAFix.
However, WVGAFix is very interesting, and possibly a better solution for fullscreen games, but it may interfere with receiving "mouse clicks" in the area of the screen that is made black, as that black area doesn't "exist" as far as the OS is concerned.

Another problem is that WVGAFix won't work neatly with landscape orientations - unless you really want the DPAD control zone to be stuck on the right of the screen while playing in landscape. As I said elsewhere, I'm investigating some other neater layouts when in landscape.

I may try to find a neat hybrid solution between WVGAFix and my method.

The multitouch concept IS incorporated in another version - a dpad only version specialised for games (as you want more space so you don't accidentally click the mouse).

The multitouch DOES work, but is not as comprehensive as the recent G1 hack for Android multitouch (well, as far as I know, I don't have a G1). Calculated multitouch on Windows Mobile works in some situations, but for instance the iPhone "pinch" gesture cannot be well emulated. However, "pinching" with one finger while leaving the other one still DOES work, so multitouch is about 80% functional.

Also, simultaneously rotating two digits around a static centre point (eg Minority Report) also doesn't work well, but that's not a very comfortable gesture anyway!

V

Exactly... calculated multitouch works on half the distane between the touched points.... a pinch gesture would essentially provide the same result all through the pinch.

But in limited control circumstances it can work to simulate a dpad press and simultaneous firing press.

I think your version of shrinking the screen may actually be more flexible than wvgafix... because it would allow you theoretically to have a shell on either side of a landscape screen.. right?

This is what is needed.. dpad on the left buttons on the right.

The spare space of 160 pixels may not be enough... so if the screen can be shrunk slightly then that may allow for better controls.

Alternatively.. using the sensors (light and camera) as simultaneous buttons would give two available buttons with very little coding. But the question is how much battery does that drain and are the sensors sensitive enough?
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