If you have DesEmuMe you can CHANGE the pressure of the taps by going to HotKey settings. It's on the right side.
]]>it does seem like games recognize the tiniest of pressures, but i wonder why the game describes it as tapping lightly (which should be the default for most users) instead tapping HARD.
]]>2. i don't think any game will implement light dragging, because it's pretty hard for most users to maintain the same level of pessure. from my experience with laptop mousepads that let you click by tapping on the pad, when just moving around it would do a click randomly and was so annoying i always had to turn this "feature" off. if anything, a game might measure the pressure when you start to drag, ang go along with it. then you can choose the drag pressure if you drag right away, or wait a second.
the most practical use i can think of for measuring pressure along a drag, would be a drawing game where your pressure affects the width of the
stroke. but then none of these ideas would work for such use. the most common method of emulating this with the mouse is to measure speed: slow is high pressure, fast is light. this exist in various drawing software for touchpads/touchscreens. but then, i doubt you'll do it unless such a game existed.
as for your idea, it will need some way of indication on screen, or people might not understand why things behave differently than they expect. also, you need to know the current level of pressure. this problem already exists in the speed change controls (+-) where the current speed is only shown in the console (which is off by default on release build).
]]>The second idea may be pretty easy to implement, though I would choose modifier keys. The pressure levels would be hardcoded to this game, though. Not really a problem when it's just this one game that we know of using it, but it isn't a very scalable solution.
Here is another idea: Add a pair of hotkeys which move the pressure level from 0% to 100% in increments of about 10% or so. We could adjust the scale expandingly as we find more test cases in the future, but 10% intervals would probably be enough for any game to distinquish its states. This way you could even adjust the pressure on the fly by pressing the hotkeys while keeping your mouse button held down.
Full disclosure: I have no intention of working on this any time soon. This discussion is just for planning. Any interested parties could assist by finding or making a homebrew demo which prints the current x/y and pressure as well as the raw touchscreen values.
]]>Anyway, anyone got suggestions for user interface for specifying how hard a touch is?
for user interface, i would suggest gradually increasing the pressure every frame over 30 frames or so, so full pressure is achieved in about half a second. this way a quick tap would always be soft, and the slower it is the more pressure you get. that would not affect normal use.
for longer use you could use set pressure values to the other mouse buttons. i.e, 50% pressure to left click, 25% to middle-click etc. or ctrl/shift+click etc.
]]>http://rapidshare.com/files/419307404/H … te_USA.dsv
To access the items, click on the back pack. Items can only be move to an empty slot in the back pack or the green slot. Apparently, when you tap it lightly, the border around the selected item should be light orange instead of dark orange.
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