feat: allow configuring menu accept/apply buttons
This commit is contained in:
parent
208e3044fc
commit
cae2102017
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@ -41,7 +41,7 @@
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data-for="input_bindings, i : inputs.array"
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data-event-mouseover="set_input_row_focus(i)"
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data-class-control-option--active="get_input_enum_name(i)==cur_input_row"
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data-if="!input_device_is_keyboard || get_input_enum_name(i) != 'TOGGLE_MENU'"
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data-if="!input_device_is_keyboard || (get_input_enum_name(i) != 'TOGGLE_MENU' && get_input_enum_name(i) != 'ACCEPT_MENU' && get_input_enum_name(i) != 'APPLY_MENU')"
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>
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<label
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class="control-option__label"
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@ -67,6 +67,7 @@
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</button>
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</div>
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<button
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data-if="get_input_enum_name(i) != 'TOGGLE_MENU' && get_input_enum_name(i) != 'ACCEPT_MENU'"
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data-event-blur="set_input_row_focus(-1)"
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data-event-focus="set_input_row_focus(i)"
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data-event-click="clear_input_bindings(i)"
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@ -75,6 +76,16 @@
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>
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<svg src="icons/Trash.svg" />
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</button>
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<button
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data-if="get_input_enum_name(i) == 'TOGGLE_MENU' || get_input_enum_name(i) == 'ACCEPT_MENU'"
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data-event-blur="set_input_row_focus(-1)"
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data-event-focus="set_input_row_focus(i)"
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data-event-click="reset_single_input_binding_to_default(i)"
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class="icon-button icon-button--danger"
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data-attr-style="i == 0 ? 'nav-up:#cont_kb_toggle' : 'nav-up:auto'"
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>
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<svg src="icons/Reset.svg" />
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</button>
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</div>
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</div>
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</div>
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@ -316,7 +316,7 @@
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id="apply_button"
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style="nav-up:#hr_original"
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>
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<div class="button__label">Apply <span class="prompt-font-sm">{{gfx_help__apply}}</span></div>
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<div class="button__label">Apply<span class="prompt-font-sm">{{gfx_help__apply}}</span></div>
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</button>
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</div>
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</div>
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@ -0,0 +1 @@
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<svg xmlns="http://www.w3.org/2000/svg" height="40px" viewBox="0 -960 960 960" width="40px" fill="#e8eaed"><path d="M480-160q-133.33 0-226.67-93.33Q160-346.67 160-480q0-133.33 93.33-226.67Q346.67-800 480-800q79.67 0 143.33 32.5 63.67 32.5 110 90.17V-800H800v262.67H537.33V-604h168q-36-58.67-93.83-94T480-733.33q-106 0-179.67 73.66Q226.67-586 226.67-480q0 106 73.66 179.67Q374-226.67 480-226.67q81 0 147.67-46.33 66.66-46.33 93-122.33H790Q761.33-290 675.33-225q-86 65-195.33 65Z"/></svg>
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After Width: | Height: | Size: 486 B |
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@ -40,7 +40,9 @@ namespace recomp {
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DEFINE_INPUT(X_AXIS_POS, 0, "Right") \
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#define DEFINE_RECOMP_UI_INPUTS() \
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DEFINE_INPUT(TOGGLE_MENU, 0, "Toggle Menu")
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DEFINE_INPUT(TOGGLE_MENU, 0, "Toggle Menu") \
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DEFINE_INPUT(ACCEPT_MENU, 0, "Accept (Menu)") \
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DEFINE_INPUT(APPLY_MENU, 0, "Apply (Menu)")
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#define DEFINE_ALL_INPUTS() \
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DEFINE_N64_BUTTON_INPUTS() \
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@ -88,6 +90,7 @@ namespace recomp {
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void cancel_scanning_input();
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void config_menu_set_cont_or_kb(bool cont_interacted);
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InputField get_scanned_input();
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int get_scanned_input_index();
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struct DefaultN64Mappings {
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std::vector<InputField> a;
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@ -113,6 +116,8 @@ namespace recomp {
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std::vector<InputField> analog_down;
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std::vector<InputField> toggle_menu;
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std::vector<InputField> accept_menu;
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std::vector<InputField> apply_menu;
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};
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constexpr const std::vector<InputField>& get_default_mapping_for_input(const DefaultN64Mappings& defaults, const GameInput input) {
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@ -136,6 +141,8 @@ namespace recomp {
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case GameInput::Y_AXIS_POS: return defaults.analog_up;
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case GameInput::Y_AXIS_NEG: return defaults.analog_down;
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case GameInput::TOGGLE_MENU: return defaults.toggle_menu;
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case GameInput::ACCEPT_MENU: return defaults.accept_menu;
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case GameInput::APPLY_MENU: return defaults.apply_menu;
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default: return std::vector<InputField>();
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}
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}
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@ -4,6 +4,7 @@
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#include <filesystem>
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#include <string_view>
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#include "ultramodern/config.hpp"
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#include "recomp_input.h"
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namespace zelda64 {
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constexpr std::u8string_view program_id = u8"Zelda64Recompiled";
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@ -16,6 +17,7 @@ namespace zelda64 {
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void reset_input_bindings();
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void reset_cont_input_bindings();
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void reset_kb_input_bindings();
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void reset_single_input_binding(recomp::InputDevice device, recomp::GameInput input);
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std::filesystem::path get_app_folder_path();
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@ -286,7 +286,10 @@ void assign_all_mappings(recomp::InputDevice device, const recomp::DefaultN64Map
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assign_mapping_complete(device, recomp::GameInput::X_AXIS_POS, values.analog_right);
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assign_mapping_complete(device, recomp::GameInput::Y_AXIS_NEG, values.analog_down);
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assign_mapping_complete(device, recomp::GameInput::Y_AXIS_POS, values.analog_up);
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assign_mapping_complete(device, recomp::GameInput::TOGGLE_MENU, values.toggle_menu);
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assign_mapping_complete(device, recomp::GameInput::ACCEPT_MENU, values.accept_menu);
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assign_mapping_complete(device, recomp::GameInput::APPLY_MENU, values.apply_menu);
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};
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void zelda64::reset_input_bindings() {
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@ -302,6 +305,19 @@ void zelda64::reset_kb_input_bindings() {
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assign_all_mappings(recomp::InputDevice::Keyboard, recomp::default_n64_keyboard_mappings);
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}
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void zelda64::reset_single_input_binding(recomp::InputDevice device, recomp::GameInput input) {
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assign_mapping_complete(
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device,
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input,
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recomp::get_default_mapping_for_input(
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device == recomp::InputDevice::Keyboard ?
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recomp::default_n64_keyboard_mappings :
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recomp::default_n64_controller_mappings,
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input
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)
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);
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}
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void reset_graphics_options() {
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ultramodern::renderer::GraphicsConfig new_config{};
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new_config.res_option = res_default;
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@ -181,6 +181,17 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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recomp::cancel_scanning_input();
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} else if (scanning_device == recomp::InputDevice::Controller) {
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SDL_ControllerButtonEvent* button_event = &event->cbutton;
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auto scanned_input_index = recomp::get_scanned_input_index();
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if ((scanned_input_index == static_cast<int>(recomp::GameInput::TOGGLE_MENU) ||
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scanned_input_index == static_cast<int>(recomp::GameInput::ACCEPT_MENU) ||
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scanned_input_index == static_cast<int>(recomp::GameInput::APPLY_MENU)) && (
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button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP ||
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button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
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button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
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button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) {
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break;
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}
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set_scanned_input({(uint32_t)InputType::ControllerDigital, button_event->button});
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}
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} else {
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@ -189,6 +200,13 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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break;
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case SDL_EventType::SDL_CONTROLLERAXISMOTION:
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if (scanning_device == recomp::InputDevice::Controller) {
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auto scanned_input_index = recomp::get_scanned_input_index();
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if (scanned_input_index == static_cast<int>(recomp::GameInput::TOGGLE_MENU) ||
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scanned_input_index == static_cast<int>(recomp::GameInput::ACCEPT_MENU) ||
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scanned_input_index == static_cast<int>(recomp::GameInput::APPLY_MENU)) {
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break;
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}
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SDL_ControllerAxisEvent* axis_event = &event->caxis;
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float axis_value = axis_event->value * (1/32768.0f);
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if (axis_value > axis_threshold) {
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@ -347,6 +365,12 @@ const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = {
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.toggle_menu = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_ESCAPE}
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},
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.accept_menu = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
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},
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.apply_menu = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_F}
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}
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};
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const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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@ -411,6 +435,13 @@ const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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.toggle_menu = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_BACK},
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},
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.accept_menu = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH},
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},
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.apply_menu = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST},
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START}
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}
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};
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void recomp::poll_inputs() {
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@ -692,35 +723,35 @@ bool recomp::all_input_disabled() {
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std::string controller_button_to_string(SDL_GameControllerButton button) {
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switch (button) {
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A:
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return "\u21A7";
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return PF_GAMEPAD_A;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B:
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return "\u21A6";
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return PF_GAMEPAD_B;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X:
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return "\u21A4";
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return PF_GAMEPAD_X;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y:
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return "\u21A5";
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return PF_GAMEPAD_Y;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK:
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return "\u21FA";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE:
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// return "";
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return PF_XBOX_VIEW;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE:
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return PF_GAMEPAD_HOME;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START:
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return "\u21FB";
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return PF_XBOX_MENU;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK:
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return "\u21BA";
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return PF_ANALOG_L_CLICK;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK:
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return "\u21BB";
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return PF_ANALOG_R_CLICK;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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return "\u2198";
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return PF_XBOX_LEFT_SHOULDER;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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return "\u2199";
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return PF_XBOX_RIGHT_SHOULDER;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
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return "\u219F";
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return PF_DPAD_UP;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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return "\u21A1";
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return PF_DPAD_DOWN;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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return "\u219E";
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return PF_DPAD_LEFT;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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return "\u21A0";
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return PF_DPAD_RIGHT;
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MISC1:
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// return "";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE1:
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@ -732,7 +763,7 @@ std::string controller_button_to_string(SDL_GameControllerButton button) {
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE4:
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// return "";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_TOUCHPAD:
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return "\u21E7";
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return PF_SONY_TOUCHPAD;
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default:
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return "Button " + std::to_string(button);
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}
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@ -808,6 +839,8 @@ std::unordered_map<SDL_Scancode, std::string> scancode_codepoints {
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{SDL_SCANCODE_RETURN, PF_KEYBOARD_ENTER},
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{SDL_SCANCODE_CAPSLOCK, PF_KEYBOARD_CAPS},
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{SDL_SCANCODE_NUMLOCKCLEAR, PF_KEYBOARD_NUM_LOCK},
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{SDL_SCANCODE_LSHIFT, "L" PF_KEYBOARD_SHIFT},
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{SDL_SCANCODE_RSHIFT, "R" PF_KEYBOARD_SHIFT},
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};
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std::string keyboard_input_to_string(SDL_Scancode key) {
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@ -163,6 +163,10 @@ static bool cont_active = true;
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static recomp::InputDevice cur_device = recomp::InputDevice::Controller;
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int recomp::get_scanned_input_index() {
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return scanned_input_index;
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}
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void recomp::finish_scanning_input(recomp::InputField scanned_field) {
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recomp::set_input_binding(static_cast<recomp::GameInput>(scanned_input_index), scanned_binding_index, cur_device, scanned_field);
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scanned_input_index = -1;
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@ -170,6 +174,9 @@ void recomp::finish_scanning_input(recomp::InputField scanned_field) {
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controls_model_handle.DirtyVariable("inputs");
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controls_model_handle.DirtyVariable("active_binding_input");
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controls_model_handle.DirtyVariable("active_binding_slot");
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nav_help_model_handle.DirtyVariable("nav_help__accept");
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nav_help_model_handle.DirtyVariable("nav_help__exit");
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graphics_model_handle.DirtyVariable("gfx_help__apply");
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}
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void recomp::cancel_scanning_input() {
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@ -179,6 +186,9 @@ void recomp::cancel_scanning_input() {
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controls_model_handle.DirtyVariable("inputs");
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controls_model_handle.DirtyVariable("active_binding_input");
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controls_model_handle.DirtyVariable("active_binding_slot");
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nav_help_model_handle.DirtyVariable("nav_help__accept");
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nav_help_model_handle.DirtyVariable("nav_help__exit");
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graphics_model_handle.DirtyVariable("gfx_help__apply");
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}
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void recomp::config_menu_set_cont_or_kb(bool cont_interacted) {
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@ -687,9 +697,17 @@ public:
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constructor.BindFunc("gfx_help__apply", [](Rml::Variant& out) {
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if (cont_active) {
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out = PF_GAMEPAD_X " " PF_GAMEPAD_START;
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out = \
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(recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller).to_string() != "" ?
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" " + recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller).to_string() :
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""
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) + \
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(recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller).to_string() != "" ?
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" " + recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller).to_string() :
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""
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);
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} else {
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out = PF_KEYBOARD_F;
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out = " " PF_KEYBOARD_F;
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}
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});
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@ -735,6 +753,9 @@ public:
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zelda64::reset_kb_input_bindings();
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}
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model_handle.DirtyAllVariables();
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nav_help_model_handle.DirtyVariable("nav_help__accept");
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nav_help_model_handle.DirtyVariable("nav_help__exit");
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graphics_model_handle.DirtyVariable("gfx_help__apply");
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});
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constructor.BindEventCallback("clear_input_bindings",
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@ -744,6 +765,16 @@ public:
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recomp::set_input_binding(input, binding_index, cur_device, recomp::InputField{});
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}
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model_handle.DirtyVariable("inputs");
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graphics_model_handle.DirtyVariable("gfx_help__apply");
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});
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constructor.BindEventCallback("reset_single_input_binding_to_default",
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[](Rml::DataModelHandle model_handle, Rml::Event& event, const Rml::VariantList& inputs) {
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recomp::GameInput input = static_cast<recomp::GameInput>(inputs.at(0).Get<size_t>());
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zelda64::reset_single_input_binding(cur_device, input);
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model_handle.DirtyVariable("inputs");
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nav_help_model_handle.DirtyVariable("nav_help__accept");
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nav_help_model_handle.DirtyVariable("nav_help__exit");
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});
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constructor.BindEventCallback("set_input_row_focus",
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@ -868,7 +899,9 @@ public:
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constructor.BindFunc("nav_help__accept", [](Rml::Variant& out) {
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if (cont_active) {
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out = PF_GAMEPAD_A;
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out = \
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recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 0, recomp::InputDevice::Controller).to_string() + \
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recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 1, recomp::InputDevice::Controller).to_string();
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} else {
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out = PF_KEYBOARD_ENTER;
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}
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@ -876,7 +909,9 @@ public:
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constructor.BindFunc("nav_help__exit", [](Rml::Variant& out) {
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if (cont_active) {
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out = PF_XBOX_VIEW;
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out = \
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recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller).to_string() + \
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recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller).to_string();
|
||||
} else {
|
||||
out = PF_KEYBOARD_ESCAPE;
|
||||
}
|
||||
|
|
|
@ -1183,19 +1183,21 @@ std::atomic<recompui::Menu> open_menu = recompui::Menu::Launcher;
|
|||
std::atomic<recompui::ConfigSubmenu> open_config_submenu = recompui::ConfigSubmenu::Count;
|
||||
|
||||
int cont_button_to_key(SDL_ControllerButtonEvent& button) {
|
||||
switch (button.button) {
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
|
||||
return SDLK_UP;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
|
||||
return SDLK_DOWN;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
|
||||
return SDLK_LEFT;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
|
||||
return SDLK_RIGHT;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A:
|
||||
// Configurable accept button in menu
|
||||
auto menuAcceptBinding0 = recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 0, recomp::InputDevice::Controller);
|
||||
auto menuAcceptBinding1 = recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 1, recomp::InputDevice::Controller);
|
||||
// note - magic number: 0 is InputType::None
|
||||
if ((menuAcceptBinding0.input_type != 0 && button.button == menuAcceptBinding0.input_id) ||
|
||||
(menuAcceptBinding1.input_type != 0 && button.button == menuAcceptBinding1.input_id)) {
|
||||
return SDLK_RETURN;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X:
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START:
|
||||
}
|
||||
|
||||
// Configurable apply button in menu
|
||||
auto menuApplyBinding0 = recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller);
|
||||
auto menuApplyBinding1 = recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller);
|
||||
// note - magic number: 0 is InputType::None
|
||||
if ((menuApplyBinding0.input_type != 0 && button.button == menuApplyBinding0.input_id) ||
|
||||
(menuApplyBinding1.input_type != 0 && button.button == menuApplyBinding1.input_id)) {
|
||||
return SDLK_f;
|
||||
}
|
||||
|
||||
|
@ -1208,6 +1210,17 @@ int cont_button_to_key(SDL_ControllerButtonEvent& button) {
|
|||
return SDLK_ESCAPE;
|
||||
}
|
||||
|
||||
switch (button.button) {
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
|
||||
return SDLK_UP;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
|
||||
return SDLK_DOWN;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
|
||||
return SDLK_LEFT;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
|
||||
return SDLK_RIGHT;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue