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Merge pull request #149 from DavidRieman/master
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Informational improvements and a CPU pegging bug fix.
* Fixed main window title from TestForm to XboxKeyboardMouse.
* (Issue #101) Added dynamic version information to the settings -> info page, which will show different strings for ClickOnce version and DL version, as they are unfortunately not trivial to keep synchronized.
* Added information about the dead-zoning mouse engine to the info tab, before the info about the other mouse engines.
* Added a link to the main github page for additional information, to make it easy for users to find it again.
* (Issue #143) Fixed CPU pegging while not active.
* Prepared a new ClickOnce deployed version including these fixes.
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DavidRieman committed Feb 15, 2019
2 parents fb0f8ff + fb5703e commit 0f210b2
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8 changes: 4 additions & 4 deletions Installer/XboxKeyboardMouse.application
@@ -1,6 +1,6 @@
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Expand All @@ -14,14 +14,14 @@
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2 changes: 1 addition & 1 deletion XboxKeyboardMouse/Forms/MainForm.Designer.cs

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27 changes: 13 additions & 14 deletions XboxKeyboardMouse/Forms/Options.Designer.cs

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30 changes: 30 additions & 0 deletions XboxKeyboardMouse/Forms/Options.cs
@@ -1,8 +1,11 @@
using MaterialSkin;
using System;
using System.Deployment.Application;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Windows.Forms;
using System.Windows.Input;

Expand All @@ -26,6 +29,8 @@ public partial class Options : Controls.FormRWE {
file_CreatePreset_Button.SetFontDisabledColor = true;
file_CreatePreset_Button.FontColorDisabled = preset_Color_Exists;
file_CheckIfExists(null, null);

PrepareInfoTab();
}

public override void SetStatusColor(Color c) {
Expand Down Expand Up @@ -732,6 +737,31 @@ private void file_DeletePreset_Click(object sender, EventArgs e)
// -------------
#endregion

private void PrepareInfoTab()
{
var resources = new System.ComponentModel.ComponentResourceManager(typeof(Options));
StringBuilder fullInfo = new StringBuilder();

fullInfo.AppendLine("XboxKeyboardMouse");
fullInfo.Append("Version: ");
if (ApplicationDeployment.IsNetworkDeployed)
{
fullInfo.Append("ClickOnce-v");
fullInfo.AppendLine(ApplicationDeployment.CurrentDeployment.CurrentVersion.ToString());
}
else
{
fullInfo.Append("Loose-v");
fullInfo.AppendLine(Assembly.GetExecutingAssembly().GetName().Version.ToString());
}
fullInfo.AppendLine();
fullInfo.AppendLine();

fullInfo.Append(resources.GetString("infoText"));

infoTextBox.Text = fullInfo.ToString();
}

// -------------------
#endregion
}
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27 changes: 24 additions & 3 deletions XboxKeyboardMouse/Forms/Options.resx
Expand Up @@ -17021,7 +17021,7 @@
T95QiTdQo3sAAAAASUVORK5CYII=
</value>
</data>
<data name="richTextBox1.Text" xml:space="preserve">
<data name="infoText" xml:space="preserve">
<value>###################
### Stick Settings ###
###################
Expand Down Expand Up @@ -17068,16 +17068,30 @@ A mouse engine is a handler for the mouse, there are serveral build in handlers.
There are various configurations that can be combined with each engine.

Why are there more than one mouse handler?
There are many different games as there are stars and many of them require different ways of playing them.
There are many different games and many of them require different ways of playing them.
And frankly some of our engines suck so we try to improve or remake them.

The current engines are:
Dead-Zoning (default)
Percentage
Percentage + Relative
Raw Input
Raw Input + Sensitivity
None


Dead-Zoning (default)
---------------------
This engine has the ability to accommodate for a game's dead zone for effective, accurate mouse control.
This engine should give you the best results for most scenarios, but must be calibrated to learn the running game's dead zone. This takes a few seconds.
Once learned, the saved profile will retain the current dead zone size, reducing the need to recalibrate every time, if you frequently return to the same game or games that happen to use very similar dead zones.
To calibrate, follow these instructions, while running a game:
* Use keyboard controls for a moment to ensure your XboxKeyboardMouse is active.
* Press F12 to begin calibration. Wait with your finger over F12 and press it again when your aim starts moving.
* Press F11 to begin fine-tuning the calibration. Wait with your finger over F11 and press it again when your aim starts moving.
* (If aim started moving right away for the above step, you can repeat the step to try fine tuning again.)
At this point, XboxKeyboardMouse has learned the game's dead zone size, and even single-pixel mouse movements should now translate into tiny amounts of aim. If you switch games, or aiming doesn't feel natural yet, you can simply repeat the process to recalibrate.

Percentage
----------
This engine works by trying to translate your mouse movement as a percentage and applying that number to the controller's analog location, it seems good on paper but does not perform that very well
Expand All @@ -17096,6 +17110,13 @@ This will take the same as Raw Input but will multiply the pixels by the sensiti

None
----------
Disables the mouse movement</value>
Disables the mouse movement


##############################
### Additional Information ###
##############################
For additional information, bug reports, and so on: https://github.com/fqlx/XboxKeyboardMouse
</value>
</data>
</root>
4 changes: 2 additions & 2 deletions XboxKeyboardMouse/Properties/AssemblyInfo.cs
Expand Up @@ -21,5 +21,5 @@
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("b2a0a59d-bf2a-4ad1-81d9-430fa9ad154d")]

[assembly: AssemblyVersion("1.0.1.0")]
[assembly: AssemblyFileVersion("1.0.1.0")]
[assembly: AssemblyVersion("1.0.2.0")]
[assembly: AssemblyFileVersion("1.0.2.0")]

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