Comments (20)
The config.ini file is in a standard location, I don't think there's a need to show the user where that is.
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By not having any indication of this functionality in the UI, users won't know that it's an option unless they go digging through the ini files. Most have no clue what ini files are. It's essentially making it a dead feature outside of the pre-configured defaults.
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I completely agree, I was just defending the decision to not disclose the location of the config.ini file, since it's in a standard location. That's all :)
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The only reason I haven't done this yet is because I haven't figured out what the UI for this should look like. I think there's an open ticket for it in bugzilla, but I'm not sure.
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You could go simple. Turn off the auto-progression to the next button and just keep allowing users' inputs to record. Separate the inputs by commas. "4, +1" something like that. You'd need the ability to clear individual buttons, though.
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It might also be a good time to work on the UI stuff for hats ( https://endrift.com/mgba/bugs/show_bug.cgi?id=144 ). Wasn't it decided to use arrows for them? ^1, v1, <2, >2
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I can use the actual Unicode arrows, you realize. The core doesn't support mapping hats at the moment, though. They're all hard coded to the dpad.
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The bigger problem is UNmapping one or the other though, not supporting setting both.
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Higan has a decent setup for controller mapping. It's not Qt, but it's a nice concept. https://gitlab.com/higan/higan
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You could use a datagrid to handle multiple button assignments. I've seen it done with the OnePAD plugin on PCSX2. Maybe as an advanced config UI? My 2c.
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Actually, this is a better link for Higan http://board.byuu.org/phpbb3/viewtopic.php?f=4&t=536
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Yes, I'm well familiar with higan :P That said, I may just add "Unmap" buttons for now. I was thinking about doing a much more in-depth UI for 0.3, but that's obviously delayed for now.
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He has a "reset" button for clearing all bindings and a "clear" button for clearing the active button's bindings. It works well for multiple mappings.
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Partially implemented in a08f092
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This works, but the auto-progression skips the leftmost options. Not sure how to fix that without mandating two bindings per button.
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I'm not sure what you mean. Leftmost? They should all be equivalent. That said, you can click on a field again to set that value in specific.
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Right, that's what I ended up doing. The issue is with auto-progression skipping mapping button entries and only mapping axes before moving onto other buttons like A and B.
This could be fixed by having auto-progression do a second pass or wait for a double entry before moving on, but that would mandate two bindings, unless pressing the same key twice made it think "oh, they're only using buttons or only using axes. move on"
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Also, with the current implementation, only people who know the marking conventions of mGBA can intuitively use it. One way to fix this is to have a message appear saying "D Pad" while mapping a button entry and "Joystick" for an axis. But that'll also create anger and frustration with controllers that use hats for D Pads.
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However, the double entry wouldn't make sense if those contextual messages appear. A better solution might be to have two D Pads in the UI. One labeled "D Pad" and one labeled "Joystick". They'd each initiate auto-progression for their four directions, but not move onto the other D Pad. That way users can clearly see what they're binding and skip what they don't have. And eventually, the "D Pad" option can integrate hats as an alternative to buttons.
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This is basically done now, minus the hats. That's covered by https://endrift.com/mgba/bugs/show_bug.cgi?id=144 though.
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Related Issues (20)
- Italian translation of README.md
- mGBA 0.10.3 refuses to be open while Mayflash Gamecube controller adapter is connected in PC mode HOT 2
- Multiplayer window crash
- Clarification about Game Boy Palette HOT 11
- [3DS] No sound in any GBA games HOT 2
- Unimplemented BIOS Call Pokemon Radical Red HOT 2
- Build issue: Arch HOT 2
- OpenGL display driver: black screen when toggling fullscreen off
- radical red 4.1 bugging HOT 4
- Black screens when opening a menu on certain games when using a PS4 controller. HOT 2
- mgba doesn't open at all for me HOT 7
- Emulator freezes and crashes when opening Scripting window HOT 2
- Game doesn't unpause if using lua script + breakpoints on debugger console
- [Feature Request] Always show mouse cursor [build-2024-07-11-win64-8487-9b598d2fe4c5ae49180fd381c742e5cb8a0973f0] HOT 2
- [Bug] Unable to Multi-Select Pokemon in PC Storage in Pokemon Games [build-2024-07-11-win64-8487-9b598d2fe4c5ae49180fd381c742e5cb8a0973f0] HOT 11
- Color effects are applied to sprite even when OBJ window should disable them
- i have a problem
- Load external savefiles into mGBA 1-4 save slots HOT 4
- cant remap fast forward bind HOT 1
- Assigning a key to uncapped framerate speed doesn't save and must assign again each time I restart the emulator
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