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Added keyboard and mouse input remapping, mouse movement to joystick logic, GUI and more #1356
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use relative path for the ini file
and fixed platform-dependent code
Update: |
i have some doubt for mouse . Most games calls sceMouse lib library to do it natively . check draft #633 |
Well for the games that support it just disable this? I wrote this specifically for Bloodborne that doesn't have support, and there, this works fine. I know that this isn't the cleanest option, but for some games you use either this or nothing |
well sure bb what else :D . Need to check how to have both working . Maybe have an config option to enable/disable this |
I checked the libMouse branch, and it looks like it can coexist with this, even without manual config other than not adding mouse bindings to my keyboardInputConfig.ini file like this:
and this is yours:
These can be merged into one, and while I haven't tested this, this will probably work fine, since they use different things, and the overhead of checking mouse input both ways is probably negligible.
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What are the new controls and how do I change them? I really wanna take the X O Square and Triangle buttons off the Numpad. That would help a lot! |
You can find the new bindings in the user/keyboardInputConfig.ini file, and they are already changed. To use it, just copy it to your user/ directory and you are good to go, and the syntax is fairly straightforward |
Quick notice, as it stands now mouse wheel support is incompatible with Logitech mouse software due to an unknown bug (the wheel inputs don't get registered correctly, the rest work fine) |
https://github.com/kalaposfos13/shadPS4/tree/main?tab=readme-ov-file#keyboard-and-mouse-mappings |
…stick halfmode and key toggle
Do you need to retest? |
Seeing as the previous version had two major bugs in it, yes, a test of the new one is appreciated. |
It looks like there's a problem right now. Last time I put the save files in your build in advance and checked the movement and so on, but now I started the game from the very beginning, and the controls fall off on this screen, I do not know how to describe it correctly… At first, the apple moved, then it stopped responding to the keys of the keyboard and gamepad and now, because of this, it is impossible to continue the game. Honestly, I don't know if it's the fault of this build or if something strange really started happening to the game on the latest versions of the emulator. Although... I tried the game on the Main e1fecda build, but there's only the controller, and it looks like everything is fine there, the apple fell and the game continued. Edit: Here I am attaching a log from Main build. After I replaced the saves with my own again (where there is little progress in passing), I checked and made sure that everything was fine with the character's movements. |
I've set aside more time to test your build and found some problem. Build 45cc82e I started Bloodborne, decided to change the configuration to this: I saved it, pressed the F8 key, the configuration was applied, but when I clicked on the controller again, I saw that the configuration was reset (the default one is displayed), although the one I set still works in the game. After closing the emulator and restarting it, the default configuration will be used. Next At first I didn't notice it, but I didn't like the mouse control, as if the original problem had returned (the one that was in the first implementation), the mouse was too sensitive, and the camera was slow, but then I saw: mouse_movement_params = 1, 0.5, 0.125 I have doubts and a couple of questions about whether the values are set correctly? and is the sequence spelled out correctly here? so I went to study the "Special bindings" section in the help. mouse_movement_params = 1, 0.5, 0.125 (mouse_deadzone_offset, mouse_speed, mouse_speed_offset) I saw and realized that the information did not correspond to what was written. If you want to check it personally, here I am attaching a text file with my file configuration: mouse_speed_offset - I still haven't decided which value to set. Note: All this happens during gameplay (and maybe not only). |
…one if the GUI is opened multiple times in a session
Build 216a5dc - The previous issue has been fixed. Next Next 2024-11-21.17-26-03.mp4And a new proposal, if it can be implemented. I'm not saying to do it, but it would be great if there was such a thing. This way it will be easier for users to figure out than to prescribe parameters by configuring the configuration. This should also save you from questions about mouse settings (maybe yes, maybe no). This is an example, so I did not try to draw carefully, especially since this implementation may not exist. |
If it's closed with the top right close button instead of clicking the Help button again, a required flag wasn't reset, making the next click on Help try to close a nonexistent window and segfault
… segfaults due to mismatched flags
This I will not do, because while I would love to have a better GUI, I also stated that this is only a temporary one, and since this will probably be implemented by whoever will write the next GUI, it doesn't make sense to add it to here, especially since this is just a quality of life feature, not something important, so as I said earlier, I won't do much more with it other than fixing bugs. |
Build ca37d03 - The previous issue has been fixed. Next @kalaposfos13 If you click the Help button, then close the help window, repeat this several times, then a window flashes for a second in the upper-left corner of the screen (presumably, this is a help window that is configured according to the standard, and then immediately moves to the specified coordinates, if I understood correctly). It's not a problem, but it's noticeable. Also, unfortunately, I cannot test the behavior of your build on Linux, I have problems with the game there. |
I finished the first version of my controller remapping support, but not everything is done yet, here's the current status:
For axis-to-axis mapping, there's a new syntax: axis_left_x = axis_left_x |
The sequence of launching the emulator. It turns out that there are no games, but the control can be configured... I do not know if it is right to do this? Perhaps it should be done so that the "input Config" folder is created at the time of confirming the paths to the games. In addition, each game has the option to delete it, so we need to add the option so that when choosing to delete a game, the question is asked whether it is also worth deleting the configuration file. (But here it is necessary to take into account that a person could play on the controller and not create a configuration file, because, I remind you, new game configuration files are created only when you select them in the Edit Config File). I also think that although there is a default.ini file, it should remain hidden when choosing a configuration, because you will be configuring the specific configuration file needed for the game, not default.ini. You also need to add the ability to reset any configuration file to the default.ini content. (It is very desirable to use one button - Restore to Default) An insignificant moment: 2024-11-26.17-47-52.mp4If you scroll the mouse wheel slightly inside the field. |
I do not know why this is necessary... (The default .ini file should remain unchanged and its changes should be prohibited. In any case, you will only change the necessary CUSA*****.ini, as there are many games of different genres, so you will not be able to configure default.ini for all.) Perhaps you should separate the configurations, here's an example. This way you can make default.ini hidden, as I wrote in the previous comment. And if we talk about the list of configurations, is it somehow limited or not? I don't have any more ideas for improvement or correction yet, in general, everything has been done quite well at this stage, but I don't rule out that something could have been missed or implemented better, then see for yourself what is needed there. If anything, people will point out errors after merging with Main. |
I changed the original hard-coded switch case keyboard inputs to handling keyboard key - controller button pairs with std::map-s, to which the input pairs get loaded to from a file in the user/ directory (currently hard-coded to keyboardInputConfig.ini).
Mouse movement is baked to the right joystick at the moment, and is handled by polling the mouse delta position.
I didn't touch the other input modes only the keyboard, to which i also put mouse input too.
The provided ini file currently has a souls inspired bloodborne layout.
I also added a robust multi-key input system that is able to accept a key-modifier key pair as input.
F8 reparses the config file and you can even change inputs while ingame
F9 toggles mouse capture