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I'm in the process of creating a new menu on the main menu and ran into a small couple issues in relation to input, as I want to be able to differentiate keyboard and controller inputs for different actions and different graphics. Here's some suggestions I thought of that could be handy
Input.GetDeviceNameByIdx() currently doesn't appear to return anything useful. Keyboard will always be "Keyboard" but I connected both an Xbox and Switch Pro controller and the only result I got was "XInput Controller 1", 2, 3, etc. In gfx/ui, there's buttons.anm2, which has different animations depending on the type of identified controller. I'd like to be able to get the proper name of the controller if possible to point to the right set of buttons...though its possible that this is just how the game sees the controllers and these are meant for the other consoles? Regardless, the main menu seemed to use the XboxOne buttons despite PS4 being the literal "default" animation, so there surely must be some kind of default identification
The main menu clearly tracks whichever device had an input of any kind last and updates its graphics accordingly. Maybe an "Input.GetLastActiveDeviceIdx()"? I currently have to loop through index 0 - 4 just to guess the number of indexes present and check every single ButtonAction to update a local variable that stores the last used idx
Controller enum/enum per controller type for IsButtonTriggered/Pressed. I'm assuming this would line up with the controls_buttons.anm2, as gfx/backdrops/controls_buttons.anm2 has a Keyboard animation and it certainly matches up with the Keyboard enum
tl;dr:
Input.GetDeviceNameByIdx() except the actual names like XboxOne, PS4, Switch_Pro, etc. On PC its currently returning XInput Controller 1, 2, 3, etc
Input.GetLastActiveDeviceIdx() for the menu
Generic Controller or per-controller-type enum for Input.IsButtonTriggered/Pressed
The text was updated successfully, but these errors were encountered:
I'm in the process of creating a new menu on the main menu and ran into a small couple issues in relation to input, as I want to be able to differentiate keyboard and controller inputs for different actions and different graphics. Here's some suggestions I thought of that could be handy
tl;dr:
The text was updated successfully, but these errors were encountered: