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Use buttons instead of axes for the d-pad, enabling mapping from gamepads with only digital dpad outputs (#203)
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parent
e3b156bd96
commit
8656655bb1
4 changed files with 28 additions and 4 deletions
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@ -166,13 +166,25 @@ class Settings {
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KEY_CSTICK_AXIS_HORIZONTAL
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)
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val dPadKeys = listOf(
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KEY_DPAD_AXIS_VERTICAL,
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KEY_DPAD_AXIS_HORIZONTAL
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// KEY_DPAD_AXIS_VERTICAL,
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// KEY_DPAD_AXIS_HORIZONTAL,
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KEY_BUTTON_UP,
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KEY_BUTTON_DOWN,
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KEY_BUTTON_LEFT,
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KEY_BUTTON_RIGHT
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)
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val axisTitles = listOf(
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R.string.controller_axis_vertical,
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R.string.controller_axis_vertical,
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R.string.controller_axis_horizontal
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)
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val dPadTitles = listOf(
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R.string.direction_up,
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R.string.direction_down,
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R.string.direction_left,
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R.string.direction_right,
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)
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val triggerKeys = listOf(
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KEY_BUTTON_L,
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KEY_BUTTON_R,
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@ -79,6 +79,14 @@ class InputBindingSetting(
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else -> false
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}
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fun isDpadButtons(): Boolean =
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when (abstractSetting.key) {
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Settings.KEY_BUTTON_DOWN,
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Settings.KEY_BUTTON_LEFT,
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Settings.KEY_BUTTON_UP,
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Settings.KEY_BUTTON_RIGHT -> true
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else -> false
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}
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/**
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* Returns true if this key is for the 3DS L/R or ZL/ZR buttons. Note, these are not real
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* triggers on the 3DS, but we support them as such on a physical gamepad.
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@ -612,7 +612,7 @@ class SettingsFragmentPresenter(private val fragmentView: SettingsFragmentView)
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add(HeaderSetting(R.string.controller_dpad))
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Settings.dPadKeys.forEachIndexed { i: Int, key: String ->
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val button = getInputObject(key)
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add(InputBindingSetting(button, Settings.axisTitles[i]))
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add(InputBindingSetting(button, Settings.dPadTitles[i]))
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}
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add(HeaderSetting(R.string.controller_triggers))
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@ -110,6 +110,10 @@
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<string name="controller_dpad">D-Pad</string>
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<string name="controller_axis_vertical">Up/Down Axis</string>
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<string name="controller_axis_horizontal">Left/Right Axis</string>
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<string name="direction_up">Up</string>
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<string name="direction_down">Down</string>
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<string name="direction_left">Left</string>
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<string name="direction_right">Right</string>
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<string name="input_dialog_title">Bind %1$s %2$s</string>
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<string name="input_dialog_description">Press or move an input.</string>
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<string name="input_binding">Input Binding</string>
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