- Support arbitrary images as key symbols, using a full path, e.g.
<Symbol>C:\Users\Kirsty\AppData\Roaming\SpecialEffect\EyeMineV2\Keyboards\EyeTracker\test.png</Symbol>
- Don't allow fullscreen docked keyboards (this avoids a horrible system stall when you accidentally asked for fullscreen but didn't specify floating)
- Pause joysticks when anywhere on or beyond a docked keyboard (this avoids the joystick continuing when you look at the system tray, for example)
- Support setting joystick centre based on foreground window (i.e. your game). e.g.
<Action Payload="MouseJoystick:0.5, 0.5:ForegroundWindow">SetJoystickCentre</Action>
- Or based on the full screen
<Action Payload="MouseJoystick:0.5, 0.2:Screen">SetJoystickCentre</Action>
- Add new joystick
LegacyWasdMouseJoystick
which uses w/s for forward/back and mouse deltas for left/right, a bit like careful walk/legacy controls. This will get better once I separate out x and y sensitivity functions so that there can be some vertical deadspace.
These are QoL improvements to help avoid some of the mouse complexity within bleeding-edge versions of the EyeMine mods, and get some of the EyeMine features available for other games. These mainly relate to native eye tracker support. Mouse emulation is a lot trickier to combine with mouse joysticks