Kids & Kiosk Mode, coming back [testers needed!]
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@cjax08 features are only graduated to the main branch after sufficient testing in the development branch, so really the more people test it the better.
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@buzz Thanks for the DEV build, it works perfectly :D
@Zigurana I want to try all the options of this new Kids & Kiosk Mod, i write this little notice to know if i forgot noting ?
UI mode to "Full" (no changes), or "Kiosk" which will hide all menu items that can potentially alter the system configuration.
These include:-
For Kiosk, that would mean filtering out all items with the hidden Metadata tag set to true (black-listing).
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For kids-mode, it would mean filtering out all items, except for the ones with the kid tag set to true (white-listing) .
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In the Start / GuiMenu : All items except for the "Quit" menu, which only contains the "shutdown system" option.
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In the Select / GamelistOptions : The CustomCollection menus, and Edit Metadata
As was the case with the previous implementation, unlocking the protected mode (Kiosk), is done by inputting the konami cheat code (up, up, down, down, left, right, left, right, b, a).
Detail :
KIOSK MODE REMOVED OPTIONS
GAMELIST MENU :- JUMP TO LETTER : ??? Why ? Is it possible to make it come back please ? It is important for big rom collections...
- EDITING THIS GAME METADATA : OK
GUI MAIN MENU :
- SCRAPER : OK
- SOUND SETTING -> ONLY VOLUME OPTION : OK
- UI SETTINGS : OK
- GAME COLLECTION : OK
- OTHER SETTINGS : OK
- CONFIGURE INPUT : OK But it can't alter the system configuration, and without it we can't add a new Gamepad if a friend come with it to home...
- QUIT : OK But is it possible to enable the RESTART EMULATIONSTATION to let us add or modify a game on gamelist.xml with PC by SSH. We don't have the option RELOAD GAMELIST on RETROPIE :(
And i'm agree with @pjft for this menu configuration, for my part i prefer remove the Shutdown option too.
Now i must test the KID mod to see what more is removed and if the Gamepad-shortcut for toggling favs was removed.
But i'm locked on KIOSK mode, KONAMI code not working, help please.
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Hi @darknior
There is no reason to yell like that, I can read normal fonts just fine.To switch back, please have a look here: https://github.com/RetroPie/RetroPie-Setup/wiki/Child-friendly-EmulationStation#switching-modes
What type of controller are you using?I'll have a look at the jump-to-letter functionality. Should be easy enough to fix.
Regarding the Quit menu: There is a non-communicated setting:hideQuitMenuOnKidUI
, which will hide the Quit menu altogether when set totrue
. I am not planning on restoring RESTART EMULATIONSTATION in kiosk mode, you should revert back toFull
mode when you are in a administration session. -
@zigurana said in Kids & Kiosk Mode, coming back [testers needed!]:
There is no reason to yell like that, I can read normal fonts just fine.
Sorry lol it's because i write all UPERCASE like on the ES menu, i don't want to cry :p
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Thanks for jump-to-letter functionality
I try again the code and now it works fine ... strange ...
I have a x360 Pad and a SFC30 Pad. Now it works with the SFC30.Thanks for the doc link :)
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@darknior
I've prepared a PR for the JUMP TO functionality.
The list of characters now only contains those that are actually present in the list, rather than the complete alphabet. Also added support for numbers and (some) symbols while I was at it.If you would be so kind to test this, using the excellent test tool, I would be most obliged!
repo: zigurana\EmulationStation
branch: JumpToLetterWhenFiltered -
@zigurana Woaw excellent, i didn't see this ES test project before, i love it, so easy and fast to test branch :)
I have test your branch : JumpToLetterWhenFiltered and it works perfectly for me in KIOSK mode and KID mode.
For the KONAMI code, it's with my x360 GamePad i can't perform it :(
With the SFC30 it's work at first try ... i don't understand why? -
@darknior Try to remap the X360 controller in ES. Odds are you have some buttons swapped? Or maybe you're using the "swap ES A/B buttons" setting, and maybe that affects it?
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@pjft said in Kids & Kiosk Mode, coming back [testers needed!]:
@darknior Try to remap the X360 controller in ES. Odds are you have some buttons swapped? Or maybe you're using the "swap ES A/B buttons" setting, and maybe that affects it?
No i swap no buttons, and don't use the swap ES A/B buttons. I already think to that and also try the code with a b and b a.
Ans all other skin options working fine with the good button when i want to launch a game, quit a list, put a fav ... etc ... -
@darknior Hm.
Have you tried to run
jstest
and confirm that the joystick is only sending those events in order (i.e. that there are no unintended events being sent, like an overly sensitive analog joystick movement or something)? Sometimes my Dual Shock 3 does that, as the analog joysticks are kind of worn out, and they're no longer quite centered at all times.I don't know, if
jstest
doesn't give you any insight into extra events being sent, I don't have any further ideas. -
I have try
https://github.com/recalbox/recalbox-os/wiki/Tester-votre-joystick-avec-jstest-(FR)ls /dev/input/js* jstest /dev/input/js0 (FSC30) and jstest /dev/input/js0 (x360)
I'm not sure to make fine the test, but if i understand fine when i push a key, it works same.
The difference was in the Joystick settings, maybe it is the problem ?
I take this on this folder : /opt/retropie/configs/all/retroarch/autoconfig
# Xbox 360 Wireless Receiver settings input_up_btn = "15" input_down_btn = "16" input_left_btn = "13" input_right_btn = "14"
# 8Bitdo SFC30 GamePad settings input_up_axis = "-1" input_down_axis = "+1" input_left_axis = "-0" input_right_axis = "+0"
Or there : /opt/retropie/configs/all/emulationstation/es_input.cfg
<inputConfig type="joystick" deviceName="Xbox 360 Wireless Receiver (XBOX)"> <input name="pageup" type="button" id="4" value="1"/> <input name="start" type="button" id="9" value="1"/> <input name="up" type="button" id="15" value="1"/> <input name="a" type="button" id="0" value="1"/> <input name="b" type="button" id="1" value="1"/> <input name="down" type="button" id="16" value="1"/> <input name="pagedown" type="button" id="5" value="1"/> <input name="right" type="button" id="14" value="1"/> <input name="x" type="button" id="2" value="1"/> <input name="select" type="button" id="8" value="1"/> <input name="y" type="button" id="3" value="1"/> <input name="left" type="button" id="13" value="1"/> </inputConfig> <inputConfig type="joystick" deviceName="8Bitdo SFC30 GamePad" deviceGUID="05000000102800000900000000010000"> <input name="pageup" type="button" id="6" value="1"/> <input name="start" type="button" id="11" value="1"/> <input name="up" type="axis" id="1" value="-1"/> <input name="a" type="button" id="0" value="1"/> <input name="b" type="button" id="1" value="1"/> <input name="down" type="axis" id="1" value="1"/> <input name="pagedown" type="button" id="7" value="1"/> <input name="right" type="axis" id="0" value="1"/> <input name="x" type="button" id="3" value="1"/> <input name="select" type="button" id="10" value="1"/> <input name="y" type="button" id="4" value="1"/> <input name="left" type="axis" id="0" value="-1"/> </inputConfig>
SFC30 Pad use axis and x360 Pad use button.
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@darknior
Hey!
It's a long shot, but I have an hunch what could be going on.
I created a test-branch which also includes some additional logging, to see what inputs are actually detected.
Could you maybe try it out?repo: zigurana\EmulationStation
branch: ControllerInputTo enable the debug logging, you will need to run it from the commandline with an additional flag:
>emulationstation --debug
The logging will end up somewhere in:
home/pi/.emulationstation/
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@zigurana I'm curious, what's your hypothesis? :)
The file will be es_log.txt
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@zigurana said in Kids & Kiosk Mode, coming back [testers needed!]:
emulationstation --debug
pi@retropie:/root $ DISPLAY=:0 emulationstation --debug
lvl2: Added known joystick Xbox 360 Wireless Receiver (instance ID: 2, device index: 1) lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1 lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1 lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1 lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1 lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1 lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: d lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 2 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: d lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 3 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: l lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 4 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: r lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 5 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: l lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 6 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: r lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 7 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: b lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 8 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: a lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 9 lvl3: Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: lvl3: Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 10 lvl3: Window::PassKeyListener::isUIModeChanged(): Passkey sequence completed, switching UIMode to full
It not recognise any of my x360 keys, I try two times ...
Only one, the "u" for UP lol ... but why ???
And after on SFC30 all working 100% first try ! -
No idea for this controller bug ?
I really don't understand why in some case like here, or N64 emu or Dreamcast ... the x360 controller not working fine.
I haven't any problems in ES, Retroarch, DS, OpenBOR, ScummVM ...
And many of my friends are using x360 controllers they already have from they're old xBox 360 lol -
@darknior hey man, I'm sorry, but I am working from weak hypotheses only here.
What I see in your logging from above: the first 'up' input is registered correctly, directly followed by another event which was recognized as being incorrect (maybe a trigger bounce? , an event to say 'back to center'? Something else?). Then the second 'up' input is recognized, accepted, but only because it is the same as the first! My expectation is that you could keep on pressing 'up', and will only see these two lines, and never progress the counter beyond 1.
Why the controller mixes in these other inputs, who knows?
But without an Xbox360 controller to try it out, it's difficult to find the root-cause. -
@zigurana Ok, yes i understand :(
And i can't help you better ... -
I'm in the process to make a clear install of RetroPie, and something just came up my mind.
How does Kid, Kiosk Mode work with Custom Collections?
On my current system i had combined several systems into single systems (eg. gamegear, mastersystem, megadrive into just Sega) and had it set up to only show only this system.
Is this achieveable now without dirty hacks? I thought of adding the hide tag to games but I'm not sure if they would then show up in a custom collection. And i don't know if games would show up in custom collections if i remove the origin system from es_systems.cfg. -
@ectoone
For most use cases, the new UI-modes should 'just' work with Collections, although there are some limitations of course.
The thing to keep in mind is that collections are nothing more than ad-hoc systems containing arbitrary items based on certain criteria.So, for instance: the 'favorites' collection contains all items with the metadata flag favorite set to true, across all systems.
When enabling UI mode 'kid', there will be an additional criterion : kidgame needs to be 'true' as well. So now the favorite collection only contains those items that fulfill both criteria.The thing you cannot do in this situation is showing it in one system, while hiding it in the other. Because, in the end, it all points back to a single game, which either is shown in the current UI mode or not.
In a future update you will be able to work with more automatic collections that are based on the Metadata, for kidgames and hidden games as well, as a way to manage / maintain these collections.
I hope that answers your question?
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@zigurana It does, and now I'm kinda sad that i have already deleted my backup. Well i guess i can finish the whole clean setup, make a new backup and use the script from @meleu to recreate my collections and be able to hide the ones i don't want. At least then i don't have to bother with a complete new installation whenever it's possible to do that without weird hacks.
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