Improve controller keybindings

This commit is contained in:
AdaLovegirls 2021-02-14 18:51:49 -06:00
parent 0da363e420
commit 390812f54e
4 changed files with 29 additions and 16 deletions

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@ -45,6 +45,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Changed crafting recipes involving shiny gems to use diamonds instead.
- Cave scatter now includes all 6 gems.
- Adjusted Stonework Defender loot table to remove mindflayer drops (bag, staff, glider).
- Changed default controller key bindings
### Removed
@ -61,6 +62,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
one of them active at the same time
- Made zooming work on wayland
- Fixed AI behavior so only humanoids will attempt to roll
- Fixed missing GameInputs (sneak, swimup, swimdown) in controller mapping
## [0.8.0] - 2020-11-28

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@ -104,6 +104,15 @@ impl From<&crate::settings::GamepadSettings> for ControllerSettings {
map.entry(settings.game_buttons.climb_down)
.or_default()
.push(GameInput::ClimbDown);
map.entry(settings.game_buttons.swimup)
.or_default()
.push(GameInput::SwimUp);
map.entry(settings.game_buttons.swimdown)
.or_default()
.push(GameInput::SwimDown);
map.entry(settings.game_buttons.sneak)
.or_default()
.push(GameInput::Sneak);
/*map.entry(settings.game_buttons.wall_leap)
.or_default()
.push(GameInput::WallLeap);*/

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@ -393,8 +393,8 @@ pub mod con_settings {
Self {
primary: Button::Simple(GilButton::RightTrigger2),
secondary: Button::Simple(GilButton::LeftTrigger2),
toggle_cursor: Button::Simple(GilButton::Select),
escape: Button::Simple(GilButton::Mode),
toggle_cursor: Button::Simple(GilButton::Unknown),
escape: Button::Simple(GilButton::Start),
enter: Button::Simple(GilButton::Unknown),
command: Button::Simple(GilButton::Unknown),
move_forward: Button::Simple(GilButton::Unknown),
@ -402,36 +402,36 @@ pub mod con_settings {
move_back: Button::Simple(GilButton::Unknown),
move_right: Button::Simple(GilButton::Unknown),
jump: Button::Simple(GilButton::South),
sit: Button::Simple(GilButton::West),
sit: Button::Simple(GilButton::Unknown),
dance: Button::Simple(GilButton::Unknown),
glide: Button::Simple(GilButton::LeftTrigger),
climb: Button::Simple(GilButton::South),
climb_down: Button::Simple(GilButton::Unknown),
climb_down: Button::Simple(GilButton::East),
swimup: Button::Simple(GilButton::South),
swimdown: Button::Simple(GilButton::Unknown),
sneak: Button::Simple(GilButton::Unknown),
swimdown: Button::Simple(GilButton::East),
sneak: Button::Simple(GilButton::East),
//wall_leap: Button::Simple(GilButton::Unknown),
toggle_lantern: Button::Simple(GilButton::East),
toggle_lantern: Button::Simple(GilButton::DPadLeft),
mount: Button::Simple(GilButton::North),
map: Button::Simple(GilButton::DPadRight),
bag: Button::Simple(GilButton::DPadDown),
map: Button::Simple(GilButton::Select),
bag: Button::Simple(GilButton::DPadRight),
quest_log: Button::Simple(GilButton::Unknown),
character_window: Button::Simple(GilButton::Unknown),
social: Button::Simple(GilButton::Unknown),
crafting: Button::Simple(GilButton::Unknown),
crafting: Button::Simple(GilButton::DPadDown),
spellbook: Button::Simple(GilButton::Unknown),
settings: Button::Simple(GilButton::Unknown),
help: Button::Simple(GilButton::Unknown),
toggle_interface: Button::Simple(GilButton::Unknown),
toggle_debug: Button::Simple(GilButton::Unknown),
fullscreen: Button::Simple(GilButton::Unknown),
screenshot: Button::Simple(GilButton::DPadUp),
screenshot: Button::Simple(GilButton::Unknown),
toggle_ingame_ui: Button::Simple(GilButton::Unknown),
roll: Button::Simple(GilButton::RightTrigger),
respawn: Button::Simple(GilButton::RightTrigger2),
interact: Button::Simple(GilButton::LeftTrigger2),
toggle_wield: Button::Simple(GilButton::DPadLeft),
swap_loadout: Button::Simple(GilButton::Unknown),
respawn: Button::Simple(GilButton::South),
interact: Button::Simple(GilButton::North),
toggle_wield: Button::Simple(GilButton::West),
swap_loadout: Button::Simple(GilButton::LeftThumb),
//charge: Button::Simple(GilButton::Unknown),
}
}

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@ -778,7 +778,9 @@ impl Window {
AxisGameAction::CameraY => {
self.events.push(Event::AnalogGameInput(
AnalogGameInput::CameraY(
value
// TODO: Use pan_invert_y here. Remove - in
// front of `value` as well
-value
* self.controller_settings.pan_sensitivity
as f32
/ 100.0,