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Open fgsfdsfgs opened this issue 7 years ago • 6 comments

  • [x] Backport deadzone settings from upstream Xash3D and make deadzones user-defined.
  • [x] Implement radial deadzone rescaling like in vitaQuake.
  • [ ] Either implement Vita buttons as actual gamepad buttons with special exceptions for menu and console control, or make the button -> keyboard key mappings in in_vita.c variable.
  • [ ] Allow OSK input in all menu input fields.

fgsfdsfgs avatar Feb 25 '18 20:02 fgsfdsfgs

I have a few questions regarding the standard button setting. I know it can be changed, but, why L has the primary fire and R the secondary fire?

Also, when going to the controls menu, the actions are not showing correctly. The code strings are being shown instead of the actual strings.

IlDucci avatar Mar 01 '18 21:03 IlDucci

when going to the controls menu, the actions are not showing correctly. The code strings are being shown instead of the actual strings.

It persist even in original engine. It happens because Valve replaced made action description translatable in their Steam HL release. It's easy to fix, but I don't think it's too critical. And not for legacy menu used in 0.19, we have rewritten menu in 0.19.1.

a1batross avatar Mar 01 '18 21:03 a1batross

I know it can be changed, but, why L has the primary fire and R the secondary fire?

I don't know, I just made it like that when I initially wrote the controls code and haven't changed it since. Probably because I was thinking that mapping the left trigger to the left mouse button would make sense.

fgsfdsfgs avatar Mar 01 '18 21:03 fgsfdsfgs

@a1batross , Oh I see. I thought you guys were doing a port of the old WON version, where that stuff was read from kb_act.lst. Thanks for the clarification.

IlDucci avatar Mar 01 '18 21:03 IlDucci

@IlDucci You're almost right. Original Xash3D from Unkle Mike supports only WON binary interfaces. FWGS fork more compatible with Steam release, but not yet. :)

a1batross avatar Mar 01 '18 22:03 a1batross

Implemented basic touch support in 6fec95e.

The front touch screen generates IN_TouchEvent events, which means that you can use Xash's touch input features with it. Currently only supports one finger.

The back touch plate is just mapped to MOUSE2 and acts like a button. I find it convenient to bind +duck to it.

Also changed around the button mappins so that they wouldn't conflict with touch stuff: LTRIGGER is now mapped to ALT and RTRIGGER is now bound to CTRL. Updated configs accordingly.

fgsfdsfgs avatar Mar 01 '18 23:03 fgsfdsfgs