Hey guys, I have been working on a fork of Dolphin called “KawaiiDolphin” (pun on Qt and Dolphin). Please note that none of this is official but I will try my best to get it all integrated in to the master branch. Here is the basic goal of KawaiiDolphin:
I just finished my proof of concept! Here is what I got accomplished:
Source code is on github. This fork will be abandoned and replaced with a much better design. I have only tested it on Linux, but it should work on all OSs as long as you have Qt 5.5 or better and you have all the QML pulg-ins including ParticleEffects.
Check out a simple video I made here (everything was controlled using an Xbox360 controller).
Obviously I didn’t add many features for something that is just a proof of concept. As a matter of fact, moving on, I will have to start the UI again to make something much better. At this point, I know a full proper UI can be done using QML. Anybody who is interested in helping me out is more than welcome. I will need help mostly on Art and Design. People who have ideas and concepts that you want me to try out or any artists who want to submit icons or other artwork are welcome. Please note that THIS IS NOT AN OFFICIAL FORK! I will do my best to get this mainstream but I can’t promise this will be part of the default download/executable.
Thoughts? Comments? Concerns? Complements or hate mail? Let me know. Thanks.
- Create a “console” like experience when launching Dolphin. This is akin to the “Big Picture” when launching Steam or using any modern console.
- Nicely animated and “flashy” UI. This is why QML is used.
- Be able to do just about everything using just a gamepad
- Act more of a complement, rather than a complete replacement of DolphinWX or DolphinQt2
- If possible, use QML touchareas to make it mobile friendly (replacing the Android and iOS UIs).
I just finished my proof of concept! Here is what I got accomplished:
- Joystick/gamepad controls in QML! This is huge since Qt/QML has no native way to handle any kind of joystick input. Better yet, since it uses the InputCommon backend, whatever Dolphin supports, KawaiiDolphin will support as well.
- As implied with the previous bullet, I got a fair amount of QML to work with C++ from the core classes. This includes getting a list of games and their banners to show up in QML
- Be able to launch the game. Special thanks to rukai and degasus for the Qt code to get that working.
- Picks up whatever settings you put for DolphinWX for launching / playing the game. Therefore, if there is ever any setting that can’t be set using QML, DolphinWX or DolphinQt2 can be used as a fallback.
- Particles and all that cool jazz. A few simple stress tests to ensure that the UI can work on low end machines.
Source code is on github. This fork will be abandoned and replaced with a much better design. I have only tested it on Linux, but it should work on all OSs as long as you have Qt 5.5 or better and you have all the QML pulg-ins including ParticleEffects.
Check out a simple video I made here (everything was controlled using an Xbox360 controller).
Obviously I didn’t add many features for something that is just a proof of concept. As a matter of fact, moving on, I will have to start the UI again to make something much better. At this point, I know a full proper UI can be done using QML. Anybody who is interested in helping me out is more than welcome. I will need help mostly on Art and Design. People who have ideas and concepts that you want me to try out or any artists who want to submit icons or other artwork are welcome. Please note that THIS IS NOT AN OFFICIAL FORK! I will do my best to get this mainstream but I can’t promise this will be part of the default download/executable.
Thoughts? Comments? Concerns? Complements or hate mail? Let me know. Thanks.