RetroPie forum home
    • Recent
    • Tags
    • Popular
    • Home
    • Docs
    • Register
    • Login

    Kids & Kiosk Mode, coming back [testers needed!]

    Scheduled Pinned Locked Moved Ideas and Development
    emulationstatiokiosk kids modetestingbackfromthedead
    182 Posts 28 Posters 57.8k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • E
      EctoOne @Krahs
      last edited by

      @dvf00 probably when the most issues are fixed. I mean that's why the developer branch was created recently, some older official releases weren't as stable as they should've been.

      1 Reply Last reply Reply Quote 0
      • Z
        Zigurana @Zigurana
        last edited by

        @darknior did you see my request for some more tests?

        @zigurana said in Kids & Kiosk Mode, coming back [testers needed!]

        If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

        1 Reply Last reply Reply Quote 0
        • darkniorD
          darknior
          last edited by

          @zigurana said in Kids & Kiosk Mode, coming back [testers needed!]:

          @darknior did you see my request for some more tests?

          Where do you log the command ? Where is the log file please ?
          Thanks

          Life is game, just play it !

          Z 1 Reply Last reply Reply Quote 0
          • Z
            Zigurana @darknior
            last edited by

            @darknior
            You can run EmulationStation with the debug flag by typing emulationstation --debug on the command line. The logfile will be at home/pi/.emulationstation/es-log.txt.
            Hope that helps!

            If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

            1 Reply Last reply Reply Quote 0
            • darkniorD
              darknior
              last edited by

              Ok i have think you add it by default ....
              Test result :

              repository: zigurana/emulationstation
              branch: UIModeInputHandling

              Result for x360 Receiver Game-pad controller : Working before and not working Now :(

              lvl2: 	Added known joystick Xbox 360 Wireless Receiver (instance ID: 3, device index: 0)
              lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=0, isValidInput: no
              

              Result for 8bitdo NES30 Game-pad controller : NOT WORKING!

              lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              

              Result for 8bitdo NES30 PRO Game-pad controller : WORKING FINE

              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              

              Result for 8bitdo SNES30 Game-pad controller : Working before and nos NOT WORKING :(

              lvl2: 	Added known joystick 8Bitdo SFC30 GamePad (instance ID: 2, device index: 0)
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, , value=-1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 1-, isMappedTo= up, , value=-1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 1-, isMappedTo= down, up, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 2-, isMappedTo= , value=-1, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 2-, isMappedTo= , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 3-, isMappedTo= , value=-1, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 3-, isMappedTo= , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, , value=-1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0+, isMappedTo= right, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0+, isMappedTo= right, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
              lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
              

              I will receive the 8bitdo SNES30 PRO the 14 December. I will try it later ;)

              Have you remove the full KEY tracking ?

              Life is game, just play it !

              Z 1 Reply Last reply Reply Quote 0
              • Z
                Zigurana @darknior
                last edited by

                @darknior thanks for the tests, you are the best!

                Questions : the logging for the failing controllers, is that all available logging? I am only seeing a couple of lines for the x360 and NES30 controllers. I will need to see all keypresses to understand what is going on here.
                Also, the input from the SNES30 controller seems rather random, was that intentional?

                If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                darkniorD 1 Reply Last reply Reply Quote 0
                • darkniorD
                  darknior @Zigurana
                  last edited by

                  Questions : the logging for the failing controllers, is that all available logging? I am only seeing a couple of lines for the x360 and NES30 controllers. I will need to see all keypresses to understand what is going on here.

                  Yes it's the problem, it not log all the keys :(

                  Also, the input from the SNES30 controller seems rather random, was that intentional?

                  No it's not, il only made the KONAMI CODE

                  Life is game, just play it !

                  Z 1 Reply Last reply Reply Quote 0
                  • Z
                    Zigurana @darknior
                    last edited by

                    @darknior I don't know what is going on. Do you have other issues with these controllers? Are they fully configured in EmulationStation ?

                    If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                    darkniorD 1 Reply Last reply Reply Quote 0
                    • darkniorD
                      darknior @Zigurana
                      last edited by

                      @darknior I don't know what is going on. Do you have other issues with these controllers? Are they fully configured in EmulationStation ?

                      Yes there are all working 100% in ES, RETROARCH, Solarus, N64 and many more :D
                      The best Joystick ever in the world for sure !!!
                      I have stop to use my x360 Gamepad now i have buy them lol

                      Life is game, just play it !

                      1 Reply Last reply Reply Quote 0
                      • Z
                        Zigurana
                        last edited by

                        @darknior
                        Ok, thanks again for testing.
                        Now to really understand how these input are somehow not arriving, I'd like you to do some more tests.
                        Would you be willing to try some more and (try to) unlock while filming the screen?

                        Do do so, I'd like you to take the same ES installation as you've used just now, so the one from my UIModeInputHandling branch, and do the following steps:

                        1. Start it with the debug flag like before.
                        2. Connect one of the controllers that did work
                        3. Lock the UI (set to kiosk or kid mode, doesnt matter)
                        4. Go to a gamelistview, so inside a system
                        5. Try to enter the konami-code, to confirm that the inputs are handled correctly
                        6. If that works, please disconnect it, and connect one of the not working controllers like the x360,
                        7. Run the controller setup wizard, to see if all buttons and axes are recognized and set correctly
                        8. Repeat step 3-5, and while trying to unlock, could you make a movie of the screen?
                        9. Repeat step 7 and 8 for all controllers you are willing / able to test.

                        You can just upload the complete es-log.txt file to pastebin or something similar, no need to find the correct lines, I'll take a look then.
                        NB: if you want to take a look at the logfile while its being written, you can run tail -f /home/pi/.emulationstation/es-log.txt from an external SSH session, and see the logging for inputs as they appear in the logfile.

                        I appreciate that this is considerable effort to ask of you, especially because you have done a lot to help already. Thank you for considering it.

                        Of course if anyone else wants to test with an xbox360 or 8BitDo controller, please go ahead, at this point I can use all the data I can get.

                        If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                        darkniorD 1 Reply Last reply Reply Quote 0
                        • darkniorD
                          darknior @Zigurana
                          last edited by

                          @zigurana It is exactly 100% what i already do yesterday. All you write.

                          1. Go to a gamelistview, so inside a system

                          I only change this one, i try the code on HOME menu, if i try it on gamelist and press A it launch a game and i don't want.
                          And when i try it log no more informations. Have you remove some log tracker from your old ControllerInput build, x360 works fine.

                          Life is game, just play it !

                          pjftP 1 Reply Last reply Reply Quote 0
                          • akafoxA
                            akafox
                            last edited by akafox

                            @zigurana I have to nitpick. I noticed the kiosk mode leaves the retropie selection available and the kids mode does not. I love the the kids mode! :D

                            As for the kiosk mode..well I like that the retropie menu is there in case I need a quick change..but on the other hand I don't want it even assessable because of the "big kids"...just asking if there is a way to do that WITHOUT editing the es_systems.cfg..like maybe in full mode show the retropie selection..in kiosk and kids mode not show it. Almost seems redundant I guess.

                            NOT complaining just commenting. Thank you for these features..now i don't have to "babysit" people using my pi THANK YOU!

                            People want things easy...but then complain that life is boring...

                            Z 1 Reply Last reply Reply Quote 0
                            • Z
                              Zigurana @akafox
                              last edited by

                              @akafox
                              The mechanism for showing items in kids and kiosk is flipped. Kids shows only kid-friendly items (default: false), while kiosk shows all except items that are hidden (default: false).
                              So to hide retropie items, there is no need to edit the system, just the Metadata of all items that it contains.

                              If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                              akafoxA 1 Reply Last reply Reply Quote 0
                              • akafoxA
                                akafox @Zigurana
                                last edited by

                                @zigurana ooohhhh.. 0.0 duh! facepaws okay thank you...i'll just go over to that corner over there >> and be embarrassed :D

                                (thanks)

                                People want things easy...but then complain that life is boring...

                                Z 1 Reply Last reply Reply Quote 0
                                • Z
                                  Zigurana @akafox
                                  last edited by

                                  @akafox
                                  😀no worries, happy to help!

                                  If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                                  1 Reply Last reply Reply Quote 0
                                  • pjftP
                                    pjft @darknior
                                    last edited by

                                    @darknior Hi.

                                    I suppose the reason for the request of a video with you running the code in that particular screen is so we can detect at which level the input gets lost.

                                    Meaning: if you press "up" on your controller, and then the line moves "up" in the gamelist, but then we see via SSH that it didn't show up in the log, that may help us better understand what's happening.

                                    Or, alternatively, you press "up" on your controller, it goes up in the gamelist, and it logs two events, it also helps @Zigurana figure out what may be happening there.

                                    If you manage to do it step by step, and having a SSH session running tail -f ~/.emulationstation/es_log.txt so that you can also film the changes in the log as you press each and every button, it may be helpful.

                                    I know it can be a pain, but you seem to be the one with the most controllers available to test here :)

                                    Thanks.

                                    darkniorD 1 Reply Last reply Reply Quote 0
                                    • darkniorD
                                      darknior @pjft
                                      last edited by

                                      @pjft Ok i understand better now, thanks, i will try to do it.

                                      Life is game, just play it !

                                      darkniorD 1 Reply Last reply Reply Quote 1
                                      • S
                                        Slimy
                                        last edited by Slimy

                                        I turned on kiosk mode yesterday before letting some kids play with my Pi, and it seems kind of pointless if all it does is hide start button options. I still had to make sure they weren't going to access the retropie "system" or the runcomand settings. I know those can be disabled separately, but I was hoping kiosk mode would be a simple way to temporarily stop settings from being accessed.

                                        Z 1 Reply Last reply Reply Quote 0
                                        • Z
                                          Zigurana @Slimy
                                          last edited by

                                          @slimy
                                          I think you have only one reasonable recourse: ask for your money back!

                                          Alternatively, you could come up with a better solution, I look forward to your proposed code-changes.

                                          If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                                          1 Reply Last reply Reply Quote 0
                                          • darkniorD
                                            darknior @darknior
                                            last edited by

                                            @slimy said in Kids & Kiosk Mode, coming back [testers needed!]:

                                            I still had to make sure they weren't going to access the retropie "system" or the runcomand settings.

                                            Maybe it is complicated to do but it is a good idea ... and in Kid mode remove the RETROARCH menu access.

                                            @Zigurana i don't forget you, i must found the time to make the test videos for my 4 joypad.

                                            Life is game, just play it !

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post

                                            Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.

                                            Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.