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

    Scheduled Pinned Locked Moved Ideas and Development
    emulationstatiokiosk kids modetestingbackfromthedead
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    • 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 !

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                                    • paffleyP
                                      paffley
                                      last edited by

                                      Hey @Zigurana hope your well mate. Just a quickie, in the latest build (update) from source, the konami code does not work for me, I'm using 8bitdo nespro controller. I believe a couple of builds a go it was working for me at least. Has anything changed lately?

                                      1 Reply Last reply Reply Quote 1
                                      • paffleyP
                                        paffley
                                        last edited by paffley

                                        UPDATE: it was only on my 8bitdo nes30 pro controller that it would not work. I have since scrapped this controller and use my iBuffalo wired controller and everything works as it should. Just thought I'd keep you updated.

                                        MrJordaaanyM 1 Reply Last reply Reply Quote 1
                                        • MrJordaaanyM
                                          MrJordaaany @paffley
                                          last edited by

                                          @paffley Same is happening to me, but im a few builds behind so i think it broke then.

                                          Im pretty sure they were talking about the issue above at some stage. Wait for another build to roll out i guess.

                                          1 Reply Last reply Reply Quote 0
                                          • paffleyP
                                            paffley
                                            last edited by

                                            @MrJordaaany I agree best to wait. To be honest, I find the 8bitdo controllers to be a bit laggy at times (not all, but sometimes), maybe this could be an issue with the input of 'uuddlrlrba'. not sure, I'm not using the controller anymore as I now prefer wired.

                                            RionR 1 Reply Last reply Reply Quote 0
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