CoolFontWin v1.0 - Getting ready for release!
In preparation for the Official Release™ of PocketStrafe on iPhone and Android, CoolFontWin has received a major update. In fact, I consider this to be the first public version of CFW, and have designated it 1.0! If you didn't know, CFW is totally open source on GitHub, where you can see the full development history of CFW from its early stages as a Windows console application to its current MVVM/WPF/ReactiveUI incarnation.
Here are some of the big differences.
Xbox Controller Output
In addition to virtual keyboard and virtual joystick (vJoy) outputs, you can now choose virtual Xbox 360 controllers (vXbox). This is a huge update, because many, many more games support Xbox controllers than generic joysticks. Since this update, we've successfully used PocketStrafe in the Vanishing of Ethan Carter VR, the Solus Project, the Assembly, Fated, and Mervils. It is likely that PocketStrafe now works for almost all of the Oculus games that support controller locomotion, but we don't own an Oculus Rift. All you Oculus users, please let us know how PocketStrafe works with your games!
A common pattern is emerging for using PocketStrafe with an Xbox controller:
- Set CFW to use vXbox output and add a physical Xbox controller to the inputs.
- Start PocketStrafe and make sure it's on Gamepad mode (coupled or decoupled)
- Launch the game
- As soon as you can, give the game input from your mobile device using the buttons provided by PocketStrafe
- (Make sure you leave the physical Xbox controller untouched up to this point, or else the game may lock onto it as the only source of input.)
- After the game receives input from your phone, you can put it in your pocket, pick up your physical Xbox controller, and run in place as usual.
With the addition of Xbox controller outputs, the old system tray context menu was getting crowded and difficult to use. Switching to a vXbox controller and adding a second phone, for example, would take up to 6 clicks (you had to open the menu again after each operation). Now, we provide a standalone window where you can set everything up at once. The window is explained on our getting started page. You can leave the window up, minimize it, or close it; it doesn't make a difference. All changes that you make in the window are instantly applied.
Any of you developers or Google fans will recognize the material design of the new window. This is all thanks to the awesome Material Design in XAML Toolkit, and it gives a nice continuity between CFW and the PocketStrafe mobile apps, which also use material design principles.