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Merge branch 'controller_cursor_mode_dhc' into 'master'
Draft: Dehardcode Gamepad Cursor Mode switching, add settings and information See merge request OpenMW/openmw!4474
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commit
33fe94eb8f
@ -284,10 +284,6 @@ namespace MWInput
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Tab, 0, false);
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return true;
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case SDL_CONTROLLER_BUTTON_LEFTSTICK:
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mGamepadGuiCursorEnabled = !mGamepadGuiCursorEnabled;
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MWBase::Environment::get().getWindowManager()->setCursorActive(mGamepadGuiCursorEnabled);
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return true;
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default:
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return false;
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}
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@ -21,7 +21,7 @@ PLAYER: scripts/omw/input/playercontrols.lua
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PLAYER: scripts/omw/camera/camera.lua
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PLAYER: scripts/omw/input/actionbindings.lua
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PLAYER: scripts/omw/input/smoothmovement.lua
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PLAYER: scripts/omw/input/gamepadcontrols.lua
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MENU: scripts/omw/input/gamepadcontrols.lua
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NPC,CREATURE: scripts/omw/ai.lua
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# User interface
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@ -1,12 +1,27 @@
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local input = require('openmw.input')
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local ui = require("openmw.ui")
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return {
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interfaceName = 'GamepadControls',
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---
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-- Gamepad control interface
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-- @module GamepadControls
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engineHandlers = {
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onControllerButtonPress = function(id)
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if id == input.CONTROLLER_BUTTON.LeftStick then
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local gamePadActive = input._isGamepadCursorActive()
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local options = {
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showInDialog = false
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}
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if gamePadActive then
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ui.showMessage("Gamepad Cursor active", options)
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else
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ui.showMessage("Gamepad Cursor inactive, Tab mode engaged", options) --temp
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end
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input._setGamepadCursorActive(not gamePadActive)
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end
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end
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},
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interface = {
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--- Interface version
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-- @field [parent=#GamepadControls] #number version
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