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OSK overhaul: Adjust button functionality, and some text positioning. #3922
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…er/lower case; in the case of Korean, it does nothing. In the case of Japanese, it swaps Katakana/Hiragana). R Trigger now acts as a language selector, cycling through the 5 keyboard languages(English, English full-width, Japanese, Korean, Russian).
Should I perhaps move X & O closer to the Start/Select group? |
Also, please hold off on merging this, I want to add one more thing. |
Why don't L and R switch between language :)? |
I see no reason to make L do it. R cycles languages already. |
Umm I though it became more easy to switch other language on android and window? |
It does.. Consider this: Game asks for OSK -> OSK starts off in English -> You press R -> It switches to Japanese -> Press R again -> Switches to Korean. I don't get where the confusion is. |
That see quick and don't get confused. I agreed with this though :) It more quick to change this:- |
Good stuff as always @thedax. Got confused by the "R trigger" in the description, and then realized you're referring to the R button itself, since the PSP doesn't have a R2 button (or what we'd commonly refer to as the RT (Right/R Trigger) for the X360 pad). I've no complaints. |
I'm adding in some code for the L trigger as well to cycle backward. |
Okay, I'm finished with this now, unless more suggestions are made. |
Thank @thedax sorry for my suggestions though. |
Osk overhaul: Adjust button functionality, and some text positioning.
@Ritori: It's fine. It made the OSK even better. |
I'm getting compile errors with MSVC 2010 x64 release after this pull request was merged to master. Perhaps you didn't take into account Headless.
The actual ppsspp executable compiles nicely though, just a heads up, since the buildbot may be broken. |
Heh, guess that trick won't work this time. Alright, fix coming up soon. |
@@ -912,8 +945,11 @@ int PSPOskDialog::Update() | |||
} | |||
else if (IsButtonPressed(CTRL_SELECT)) | |||
{ | |||
// TODO: Limit by allowed keyboards... |
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I know that removing this comment makes people happy (must be since every time anyone touches the code they remove it), but I think we probably still should limit by the keyboards the game specifies as allowed within the parameter struct.
(doing that would also mean that VC2's password would just work by default, no keyboard swapping required, just like on the PSP.)
-[Unknown]
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@unknownbrackets: I saw that previous issue which you commented on, and it looks like a nightmare to implement, though..
I might look at it in more detail sometime, but for now, this should work as a stopgap.
Leaving this here as a reminder(for whom? Well, either myself, or if someone beats me to implementing it): #2281 (comment)
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Well, whether it looks hard or not, that doesn't seem like a reason to remove the comment from the code.
-[Unknown]
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I'll add it back in then, in my next pullrq.
This pullrq makes the OSK much, much more convenient to use in the following ways: