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Added the ability to map gamepad buttons to hotkeys. #1949
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It looks like binding things to controller work properly after preliminary testing, although it also appears that KB/mouse and gamepad binds are unable to be utilised simultaneously. For example, if I set the frame unlimiter to something on a controller, it will work, although I will then be unable to use basic keyboard shortcuts like alt+enter or escape. The binds only work on the "active" input device. I'm unsure if this is an inherent limitation or not. Regardless, it's great to see some progress on this front, so kudos for that, skidau! |
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That is a feature of Dolphin's controller interface. To set up a mix of keyboard and gamepad shortcuts, follow the steps in the description. |
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That seems to work okay for simultaneous binding! I'm running into an issue when binding stuff where it will frequently run into a syntax error, though, at which point it will not allow me to apply the bindings and I need to clear them to even close the window. I'll test a bit and see if I can find some consistency in that behaviour. EDIT: Ah, I see what was going on. It was a good ol' PEBKAC error. The menu just uses some basic logic commands, and I think I accidentally hit "| OR" to start a string instead of "Select". Once I understood how the control method actually worked, it seems to be just fine. |
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| InputConfigDialog m_ConfigFrame(this, *hotkey_plugin, _("Dolphin Hotkeys"), 0); | ||
| m_ConfigFrame.ShowModal(); | ||
| m_ConfigFrame.Destroy(); |
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This should fix Issues 2986 and 7652. |
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Cegli already implemented something like this in the Dolphin VR fork. |
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ok |
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@dolphin-emu-bot rebuild |
Added the ability to map gamepad buttons to hotkeys.
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Bad news. It seems the controller configs crash the whole program when you try to open them. 5400 doesn't crash but 5402 does crash as a result of this pull. Hopefully this can be resolved. |
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@ROMaster2 what operating system are you using? |
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Yeah I probably should have mentioned that. Windows 7 Ultimate 64-bit SP1 I can record something really quickly with OBS if needed. |
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@ROMaster2 not sure how I missed that bug. I have created a fix for it in #2010 if you could test it for me? |
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Oops, sorry for the delay. Yeah it still crashes Here's a video which I'll delete shortly: https://www.dropbox.com/s/3j3v0kdzrt846pm/stream_temp.mp4?dl=0 |
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@ROMaster2, thanks - I have update the build to fix the crash on the Wiimote configuration too. Let me know if you spot any other bugs. |
| OnConnectWiimote(evt); | ||
| } | ||
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| if (g_Config.bFreeLook) |
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@skidau Doing a little more testing, I'm having problems with getting the free look to work consistently. I've tried two separate computers, and tried deleting my old .ini files. It seems like it only detects about 5% of my button presses or something. The other hotkeys seem to be working, so I'm not sure what the deal is. Let me know if you see the same behavior, or if it's only me. Looking in the debugger it looks like it's constantly going through "HotkeyManagerEmu::IsPressed" as well, even when I'm not hitting any buttons? Other hotkeys (save states, frame limiter, etc) seem to be working well. |
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On my system this merge caused a general game speed slowdown of about 4%... |
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There seems to be another possible regression here: When Escape is used as the hotkey to exit a game, it will do just that even when you mean for it to close a menu. For example, set escape as this hotkey if it's not already, open a game, and then open a menu (like the graphics menu). Then, try to close the menu with escape. The menu will close, but so will the game unless "Confirm on Stop" behaviour is set. |
To set up a mix of keyboard and gamepad shortcuts, follow these steps:
To map a combo hotkey, e.g. Shift F5, follow these steps