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Qt: implement first Mouse Movement for keyboard pad handler #4957
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Finally! |
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Wow, so since this PR we don't need gpdsck3.1-3.3b for for shooters? Unbelievable! |
Idk about that app, but you can try and compare and report your findings |
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If you're drunk, please avoid using our tracker - we appreciate |
It seems this PR has caused Resistance: Fall of Mankind to regress. After selecting the campaign, this game reboots with a different executable loading directly into the campaign. However after this PR, it gets stuck and never closes the menu. Tested it with the build before this and it works fine there. |
Are you sure? I cant imagine any of the changes would cause something like that |
I'm not completely sure, but I only see that on master after this PR got merged. However, it might just be a race condition or something. The game seems to spam a lot of cellPad messages when it gets stuck so it could definitely be related:
This does not happen on the working builds. |
you could try to revert the functions to s32 |
Let's you map the mouse movement to buttons in the keyboard pad handler. In order to do so you will need to click a button in the pad settings dialog and then click it again and - while keeping the left mouse button pressed - move the mouse in a direction. This will most likely interfere with the basic mouse handler in the I/O settings.
Extra options in the game window (for now):
Alt + T or Y change native deadzone x-axis
Alt + U or I change native deadzone y-axis
Alt + G or H change multiplier for x-axis
Alt + J or K change multiplier for y-axis
native deadzone = the game's own deadzone.
This means you have to increase this value depending on your game. This is not an added deadzone to our input, but rather a bypass for an existing one. So if the game has a deadzone of 60 and ours is 50, we will have to move the mouse by at least 10 points per input (much).
multiplier = multiply the raw mouse movement before adding the deadzone value (default is 2.0).