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Feature Request: Need help implementing button labels #442
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Yes, I like this! If we got this done a future step could be that once a 'preset' (PSX,Xbox, etc) has been selected, or custom labels have been entered, we then populate them to the users autoconfig file that is normally generated by the input configuration. for example:
this means that these button labels would also be visible in retroarch emulator menus, rather than the (potentially misleading) generic retropad button labels. (perhaps the selection of the preset could be done during/before input configuration) |
Dankcushions, thats a great idea. We don't necessarily need to label the controllers with the proper button names, but simple y(left), B(down) Ect would do just fine when ES makes a retroarch auto config file. It'll sure make editing button configs on retro arch 1.7.3 and up much easier to deal with |
A thought about this - we wouldn't even need the user to select a button layout. when ES first discovers a controller (the initial bind), it would read the USB device description and:
we should be able to catch most controllers with a method like this. for the rest, i think you'd have to configure the layout after the initial bind, because you need to know the binds for dpad + A/enter to select from a menu! |
I've put in a pull request for a few more console-specific button graphics (Triggers mainly): |
Before this commit, all buttons shown in the help component would use the SNES layout, which wouldn't match when having plugged in an Xbox or Sony Playstation controller. If there are different kinds of controllers plugged in, the input mapping shown will be of the last used or inserted. The intention here is to help solving RetroPie#442, or at least most of it.
Before this commit, all buttons shown in the help component would use the SNES layout, which wouldn't match when having plugged in an Xbox or Sony Playstation controller. If there are different kinds of controllers plugged in, the input mapping shown will be of the last used or inserted. The intention here is to help solving RetroPie#442, or at least most of it.
Before this commit, all buttons shown in the help component would use the SNES layout, which wouldn't match when having plugged in an Xbox or Sony Playstation controller. If there are different kinds of controllers plugged in, the input mapping shown will be of the last used or inserted. The intention here is to help solving RetroPie#442, or at least most of it.
Before this commit, all buttons shown in the help component would use the SNES layout, which wouldn't match when having plugged in an Xbox or Sony Playstation controller. If there are different kinds of controllers plugged in, the input mapping shown will be of the last used or inserted. The intention here is to help solving RetroPie#442, or at least most of it.
Before this commit, all buttons shown in the help component would use the SNES layout, which wouldn't match when having plugged in an Xbox or Sony Playstation controller. If there are different kinds of controllers plugged in, the input mapping shown will be of the last used or inserted. The controller identification is done via the SDL gamecontrollerdb, where it's possible to supply the database through a text file. This makes it possible to identify the latest game controllers without having to update libSDL itself. The intention here is to help solving RetroPie#442, or at least most of it.
Before this commit, all buttons shown in the help component would use the SNES layout, which wouldn't match when having plugged in an Xbox or Sony Playstation controller. If there are different kinds of controllers plugged in, the input mapping shown will be of the last used or inserted. The controller identification is done via the SDL gamecontroller API. The intention here is to help solving RetroPie#442, or at least most of it.
If the east/south/north/west patch were accepted, the next iteration would be to include controller-specific button labels.
The idea is to let the user choose from common button label configurations (SNES / XBOX / PSX / etc.) and store this for the specific
inputConfig
. TheHelpComponent
icon display should then change the icons according to the button labels of the last used input device.User presses SNES gamepad -> ABXY. User then picks up the PS3 gamepad which is also connected to Retropie -> Icons change to geometrical shapes.
Step 1 would be to add a
label
value toinputConfig
and makeHelpComponent
use it.Step 2 would be to make
HelpComponent
change the icons on the fly, based on the last used input device.Step 3 would be to make the labels user-configurable. At the end of the input configuration for a device,
GuiInputConfig
could display some standard button label layout variations that the user can choose from.The text was updated successfully, but these errors were encountered: