Onscreen Controller Keyboard

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
User avatar
Ace (SWE)
Posts: 806
Joined: 15 Aug 2011, 14:56

Re: Onscreen Controller Keyboard

Post by Ace (SWE) » 11 Nov 2017, 22:06

The dual-touch steam keyboard doesn't work very well on regular sticks, too low precision for it - I've tried.
The blossom/flower keyboard that they have does work very well for sticks though, it's just not very intuitive if you haven't used it before.

User avatar
Thunderforge
Posts: 495
Joined: 06 Jun 2017, 05:57
Github profile: https://github.com/Thunderforge

Re: Onscreen Controller Keyboard

Post by Thunderforge » 28 Dec 2017, 05:45

Chris wrote:
05 Aug 2017, 23:29
On-screen controls like that are actually handled by the OS, which gives a common control applet for all games on a given console or "smart" device but also tends to look out of place (it's not in the same visual style as the game). SDL has a function to bring up on-screen keyboards when text input is needed, but I think it only works for systems that have an applet like that. If it doesn't, something needs to be made manually, so why not theme it like the game?
I'm guessing that macOS, Windows, and Linux don't have that? Otherwise, our work would be done for us.

Post Reply

Who is online

Users browsing this forum: Google [Bot] and 3 guests