[PoC]DaisyFace Demo

Discussion in '3DS - Homebrew Development and Emulators' started by Arseface_TM, Oct 7, 2015.

  1. Arseface_TM
    OP

    Arseface_TM Board Game Dev

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    Version 1.0.0 is now available for use

    In order to take it any further I'd need to know what else people would want added, or if there are any other features they'd want. Are people comfortable with the circle pad or do you want d-pad inputs? What character set would you want for L+R. Is there a need for zL or zR?

    Done List

    - Piece of Crap Proof of Concept
    - Add a display to the bottom screen showing which characters will be pressed
    - Add R/L contexts for shift, ctrl, and symbol
    - Make it a library
    - Added icon to demo

    To do List

    - Credit people for things
    - Make a moving @ demo with shamelessly stolen DoomRL music to expose my true motive
    - Other unlikely things

    Release Version 1.0 uploaded

    Features

    A simply typing application that doesn't save

    Potatoshot
     

    Attached Files:

    Last edited by Arseface_TM, Oct 12, 2015
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  2. Orangy57

    Orangy57 bruh

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    Screenshots.
     
  3. machinamentum

    machinamentum GBAtemp Regular

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    Why does the source use the BIT macro for button checking? ctrulib provides predefined enums for checking individual bits/buttons. Using the BIT macro just makes the code harder to read.

    Characters should be sent back through a user-defined callback as this is how most keyboard libraries handle it. Take a look at GLFW's keyboard API
     
    Last edited by machinamentum, Oct 7, 2015
  4. Arseface_TM
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    Arseface_TM Board Game Dev

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    It's a black screen with letters on it. It's a proof of concept of a library that will be used for a demo of a prototype of a port of a game.

    I just looked at the input example in ctrulib and it used BIT. Didn't know there were enums, that'll make things way easier.

    I will also work on making a callback thingy.
     
  5. DogParty

    DogParty Advanced Member

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    So is this going to be a library for emulated keyboard input based on button combinations? I've only glanced over the source for a little.
     
  6. Arseface_TM
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    Arseface_TM Board Game Dev

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    Yup. The idea is to have it work like Steams Big Picture Daisy Wheel, while being geared towards roguelike controls.
     
  7. Arseface_TM
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    Arseface_TM Board Game Dev

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    So I've been at this for about a day now and I can't get getKeyInput() to return a char. Any pointers would be appreciated.
     

    Attached Files:

  8. machinamentum

    machinamentum GBAtemp Regular

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    Change
    Code:
    printf(daletter);
    
    to
    Code:
    printf("%c\n", daletter);
    
    %c is a format specifier for printf that tells it to print just a single char.

    Also, change chr = '\0' to chr = 0. '\0' returns as an ascii zero which makes it hard to check if you intended to return ascii zero or not. Other than that it seems to be working OK.

    EDIT: also I changed
    Code:
    char letters[144] = {"abc8def9ghi6jkl3mno2pqr1stu4vwx7yz05" + // 0
                          "ABC8DEF9GHI6JKL3MNO2PQR1STU4VWX7YZ05" +   // 1
                          "123456789012345678901234567890123456" + // 2
                          "123456789012345678901234567890123456"}; // 3
    
    to
    Code:
    char letters[144] = {"abc8def9ghi6jkl3mno2pqr1stu4vwx7yz05"  // 0
                          "ABC8DEF9GHI6JKL3MNO2PQR1STU4VWX7YZ05"  // 1
                          "123456789012345678901234567890123456"  // 2
                          "123456789012345678901234567890123456"}; // 3
    
    Notice the lack of plus symbols.
     
    Last edited by machinamentum, Oct 9, 2015
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  9. Arseface_TM
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    Arseface_TM Board Game Dev

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    Thanks a bunch. I was able to fix it up a lot thanks to that.


    Alrighty, I edited to OP to include the newest build, which works.

    Features:
    Displays inputs

    a-z 0-9
    A-Z 0-9 (hold L)
    symbols and tab/backspace/new line/space(hold R)
    Junk numbers(hold L+R)

    Types things. Doesn't save.
     
  10. Arseface_TM
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    Arseface_TM Board Game Dev

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    Version 1.0.0 is out.

    Made it a library.
    Added wheel and input displays.
    Added a picture of it working.

    Any feedback on how usable it is?

    I'll work on prepping a "roguelike" demo.