Touch input refinement #1098
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Hi, thanks for all of your work bringing melonds to android!
I was hoping you'd consider a second pass at touch input, the dpad in particular seems to register diagonal touches in a pretty large area outside the visible control so I end up making a lot of mistaken diagonal touches over a several hour gaming session. This isn't the end of the world but it's a constant source of annoyance to fight with the controls while playing something like FF Tactics A2 where precise selection of map squares is important.
I was hoping you could add an "ignore diagonal d-pad touch input" option and only register touches on the visible areas of the dpad control when it's active, that would save me a ton of frustration while playing.
I also wanted to point you at lemuroid's touch input layout for ideas too, it has the best d-pad touch input control I've
ever used on Android:
Note the distinct direction elements inside the d-pad component, diagonals are the smaller circles outside the major direction buttons (they're pretty faint and hard to see on mobile, so zoom in if needed.) I really like using this design, but I'd rather use MelonDS Android directly than just the core via lemuroid.
Anyway, cheers, thanks for reading my feedback.
Edit:
Here's a quick paint image to show what I'm fighting with:
The entire area inside the red box seems to register input, sans the yellow x'd out bit in the middle, and the cyan areas are the problem spots I hit by accident.
Yellow is what I expect to work as d-pad input with diagonals disabled. (The red area is slightly too big in this image and is actually bounded at the top/bottom/left/right outside edge of the d-pad, paint on a tablet is hard.)
Restricting input to the pink shaded sections only (if diagonal inputs are toggled off) would be less prone to unintended direction touches.
Cheers!
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