This is great and all, until the window isn't the active window and it no longer works, which kind of defeats the purpose. Not sure if this is a global problem or just a problem with my PS5 controller?
Oh I'm not minimizing the window, just the second Input Display is not the active window it won't work, so switching to a game with ID up on my alt moniter (or in obs), it won't track my inputs.
sorry, then im afraid you would be best using one of the other input detection apps, i've checked with my controller and it seems fine, some controllers it has trouble with. Here are some other options:
Hi, discovered this tool recently and shocked at how simple/effective it is! My only gripe: moving the mouse to set positions is terrible for precision - I'd love to open a little text box and type in co-ordinates instead. Hope to see this worked into the next build :)
I'm using the Linux build and it super low resolution, to the point that some of the skins are HUGE buttons that overlap. It's almost like it thinks my screen is only 480p when its actually 1080p
despite updating to 1.0.5 I still don't get stick animations and I'm not sure if its because of ds4 windows (tested with and without) or if its something wrong with my drivers (I hope not) got any ideas
its not the dead zones I checked those every time I scroll past because it keeps lowering and I have to use ds4 (duel shock 4) because I need custom deads
the size of your images is how big they are when imported, you can always scale them in edit mode to be a workable size in the app. Currently only one custom layout, you can swap the folder in and out and reload but I may add a custom layouts later
Super cool tool! I'm struggling to use it with Steam though. I have a Switch Pro Controller I use wirelessly and the input display works up until I click into a game or Big Picture Mode, basically whenever steam steals the input. Any way around this? I have tried using it wired, but I get the sporadic inputs that have been reported before with a wired pro controller
Odd, i had a test with my controller and see it receiving fine in big picture mode, maybe its specifically switch pro controllers. Do you keep your Input Display open on a second monitor unminimized?
Yup I keep it open on another monitor and it works up until I click into game. I've had issues with the switch pro controller working with emulators where I've had to open them through steam to get the controller to work. Not sure if something in Steam steals the input somehow
Super useful and amazing tool! And seeing you active on the comments recently, i might ask for something: Could you please support DirectInput? Logitech F310 has 2 different modes and only the XInput mode that works.
Id be able to see if i could figure something out if i had the controller, sadly i only have access to 3 Xinput controllers that are fairly similar, im sure Godot supports DirectInput judging by stuff i see online, i uploaded a version of input display that will spew out every input the game engine receives, can you see if it detects your button presses on that controller with DirectInput on and let me know what it outputs in input display? https://moonspod.itch.io/input-display-debug-output (password is debug)
I made a change just now, it is in 1.0.5, if my suspicions right then it may fix it, if not I'm afraid I've no solution. Hopefully it just works though!
So for the current 1.0.5 change, when i open the app with xinput mode, it detects. When i change it to DirectInput mode without closing the app, it will detects the DirectInput input. But when i close the app, and re-open it while in DirectInput mode, it won't read any input (no hightlight on the controller UI nor any text appear), and in this state, even when i change to xinput mode, it doesn't read anything. I need to close it, then re open it in xinput mode in order for it to work. This also happen when i unplug & re-plug the controller. If the software were being launched during the xinput mode, it'll always read the input. The input won't be read if i launch the software during directinput mode, even if i unplug & re-plug the controller with xinput mode. And these behavior above is the same in 1.0.4 (i checked it) . I know this won't be a priority for you, you don't have the device on your own to test it, and you might have other stuff to do in life. Don't worry, i won't push you, you did amazing by just providing this tool to everyone who needs it. You're an amazing developer✨
Alright so I wanna use this for a very silly thing, but there's a few issues in the way.
See the thing is I'm using a Hyperkin Bluetooth N64 controller, which doesn't have clickable sticks, but I've set steam up to map L3 and R3 to different buttons on it. The issue with the program here is that you cannot set L3 and R3 to be separate inputs from the sticks (honestly I dont even know if L3/R3 is even show by the program).
The other issue is that for whatever reason, trying to rebind buttons makes them get stuck to multiple inputs. This happened with another input display tool, where D-Up and C-Up would highlight each other. D-Left and Z as well.
Now, I know repro N64 controls are maybe a little outside of the scope of the project, but being able to remap L3/R3 and figure out whatever is causing different buttons to be counted as the same would be nice.
(FWIW I've tried several input readers now and it's inconsistent whether a program has these issues or not. Some combine inputs, some don't read certain buttons at all. Only Steam and emulators so far have been able to treat the inputs completely correctly)
Im not sure i understand, are you able to record a video or show screenshots showing the problem? I don't think ill be able to do much about it unfortunately but can always take a look.
PART2: L3 and R3 are bound to the Left Stick and Right Stick Rebind Inputs buttons, (bottom right of that section) you can rebind them so they aren't triggered to some obscure keyboard button like F12, this rebinds the press in, however the sticks themselves cannot be rebound if that is what you mean? I figured there wouldn't be a need to.
PART3: When you rebind these buttons, do they have the same name as each other? When you rebind them do you unbind other inputs to other keys so they are no longer triggered, its not something like that causing the multiple inputs detected?
Is there anyway to get rid of the inputs showing up everytime you press something. For example when i press Dpad down, a text that says "Dpad down pressed" will appear and it does that for every button. Is there a way to get rid of that?
holy crap thank you SO MUCH for this, this is just about the only input display program i could find that has wiimote support (through the custom option) without needing an arduino board or something
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This is great and all, until the window isn't the active window and it no longer works, which kind of defeats the purpose. Not sure if this is a global problem or just a problem with my PS5 controller?
dont minimize the window and it should detect it.
Oh I'm not minimizing the window, just the second Input Display is not the active window it won't work, so switching to a game with ID up on my alt moniter (or in obs), it won't track my inputs.
sorry, then im afraid you would be best using one of the other input detection apps, i've checked with my controller and it seems fine, some controllers it has trouble with. Here are some other options:
Gamepad viewer
Input Overlay
NohBoard
Hi, discovered this tool recently and shocked at how simple/effective it is! My only gripe: moving the mouse to set positions is terrible for precision - I'd love to open a little text box and type in co-ordinates instead. Hope to see this worked into the next build :)
I'm using the Linux build and it super low resolution, to the point that some of the skins are HUGE buttons that overlap. It's almost like it thinks my screen is only 480p when its actually 1080p
you can resize buttons in edit mode, some of them do overlap because they are larger images when you switch to their costumes
despite updating to 1.0.5 I still don't get stick animations and I'm not sure if its because of ds4 windows (tested with and without) or if its something wrong with my drivers (I hope not) got any ideas
did the deadzone settings get changed, it can happen if you scroll on the slider
its not the dead zones I checked those every time I scroll past because it keeps lowering and I have to use ds4 (duel shock 4) because I need custom deads
I uploaded a version just now (still 1.0.5 on download list), if it doesn't detect it I'm afraid I've no solution.
does the size of the canvas matter when making custom lay outs
and can you make multiple?
the size of your images is how big they are when imported, you can always scale them in edit mode to be a workable size in the app. Currently only one custom layout, you can swap the folder in and out and reload but I may add a custom layouts later
Super cool tool! I'm struggling to use it with Steam though. I have a Switch Pro Controller I use wirelessly and the input display works up until I click into a game or Big Picture Mode, basically whenever steam steals the input. Any way around this? I have tried using it wired, but I get the sporadic inputs that have been reported before with a wired pro controller
Odd, i had a test with my controller and see it receiving fine in big picture mode, maybe its specifically switch pro controllers. Do you keep your Input Display open on a second monitor unminimized?
Yup I keep it open on another monitor and it works up until I click into game. I've had issues with the switch pro controller working with emulators where I've had to open them through steam to get the controller to work. Not sure if something in Steam steals the input somehow
Sorry I'm not really sure how to fix this.
is their ways to just remove buttons entirely for controllers with less buttons like a snes controller
Edit mode > Select the button on Color Target > Change color so its transparent (The A slider)
or just move it off screen
Hey amazing app, was wondering if there was a way to just keep it pinned on top of other programs?
Added :) find it in 1.0.5 onward (set 'Always top' to true). Your old saves might not work with the new version.
Wow that was fast, thank you. What about a way to adjust the button size as well?
You can do that in edit mode, click the '?' Top left of the control panel for instructions
Super useful and amazing tool! And seeing you active on the comments recently, i might ask for something: Could you please support DirectInput? Logitech F310 has 2 different modes and only the XInput mode that works.
Id be able to see if i could figure something out if i had the controller, sadly i only have access to 3 Xinput controllers that are fairly similar, im sure Godot supports DirectInput judging by stuff i see online, i uploaded a version of input display that will spew out every input the game engine receives, can you see if it detects your button presses on that controller with DirectInput on and let me know what it outputs in input display? https://moonspod.itch.io/input-display-debug-output (password is debug)
Sorry it took me so long to read your reply, i tested it, here's my video testing it
DirectInput Test
I made a change just now, it is in 1.0.5, if my suspicions right then it may fix it, if not I'm afraid I've no solution. Hopefully it just works though!
So for the current 1.0.5 change, when i open the app with xinput mode, it detects. When i change it to DirectInput mode without closing the app, it will detects the DirectInput input. But when i close the app, and re-open it while in DirectInput mode, it won't read any input (no hightlight on the controller UI nor any text appear), and in this state, even when i change to xinput mode, it doesn't read anything. I need to close it, then re open it in xinput mode in order for it to work.
This also happen when i unplug & re-plug the controller. If the software were being launched during the xinput mode, it'll always read the input. The input won't be read if i launch the software during directinput mode, even if i unplug & re-plug the controller with xinput mode.
And these behavior above is the same in 1.0.4 (i checked it)
.
I know this won't be a priority for you, you don't have the device on your own to test it, and you might have other stuff to do in life. Don't worry, i won't push you, you did amazing by just providing this tool to everyone who needs it. You're an amazing developer✨
Alright so I wanna use this for a very silly thing, but there's a few issues in the way.
See the thing is I'm using a Hyperkin Bluetooth N64 controller, which doesn't have clickable sticks, but I've set steam up to map L3 and R3 to different buttons on it. The issue with the program here is that you cannot set L3 and R3 to be separate inputs from the sticks (honestly I dont even know if L3/R3 is even show by the program).
The other issue is that for whatever reason, trying to rebind buttons makes them get stuck to multiple inputs. This happened with another input display tool, where D-Up and C-Up would highlight each other. D-Left and Z as well.
Now, I know repro N64 controls are maybe a little outside of the scope of the project, but being able to remap L3/R3 and figure out whatever is causing different buttons to be counted as the same would be nice.
(FWIW I've tried several input readers now and it's inconsistent whether a program has these issues or not. Some combine inputs, some don't read certain buttons at all. Only Steam and emulators so far have been able to treat the inputs completely correctly)
Im not sure i understand, are you able to record a video or show screenshots showing the problem? I don't think ill be able to do much about it unfortunately but can always take a look.
PART2: L3 and R3 are bound to the Left Stick and Right Stick Rebind Inputs buttons, (bottom right of that section) you can rebind them so they aren't triggered to some obscure keyboard button like F12, this rebinds the press in, however the sticks themselves cannot be rebound if that is what you mean? I figured there wouldn't be a need to.
PART3: When you rebind these buttons, do they have the same name as each other? When you rebind them do you unbind other inputs to other keys so they are no longer triggered, its not something like that causing the multiple inputs detected?
Is there anyway to get rid of the inputs showing up everytime you press something. For example when i press Dpad down, a text that says "Dpad down pressed" will appear and it does that for every button. Is there a way to get rid of that?
yes, disable stream i/r
holy crap thank you SO MUCH for this, this is just about the only input display program i could find that has wiimote support (through the custom option) without needing an arduino board or something
oh awesome, glad it's working for you! :D