Re: [Ohrrpgce] OHR Game Pad Buttons as Strings

2022-05-19 Thread Matt Edson via Ohrrpgce
Any amount of information we can collect is helpful. For those that want to inform but not necessarily create graphics, knowing the buttons is kind of a big deal since game pad I think is becoming a bigger and bigger deal. I don't have an immediate need for this, it was just something I felt was

Re: [Ohrrpgce] OHR Game Pad Buttons as Strings

2022-05-19 Thread Ralph Versteegen via Ohrrpgce
There really isn't anything we can do on backends other than gfx_sdl2 and possible gfx_directx (which uses DirectInput which might sometimes provide useful button metadata, but probably not) but I would not spend any time on DirectInput. On Fri, 20 May 2022 at 02:31, James Paige wrote: > I like

Re: [Ohrrpgce] OHR Game Pad Buttons as Strings

2022-05-19 Thread James Paige via Ohrrpgce
I like this idea. I think we could reasonably use SDL's detected controller names to provide real button names whenever possible, and then fall back to some reasonable best-effort default for SDL_CONTROLLER_TYPE_UNKNOWN and for other backends that don't support this. I don't think we should

Re: [Ohrrpgce] OHR Game Pad Buttons as Strings

2022-05-19 Thread Ralph Versteegen via Ohrrpgce
There is currently no way to get the actual label of a button on the player's controller. The "get scancode name" command can be used for joystick buttons but returns a fixed name. There's also a separate system in Custom for defining OS-specific button names which can be embedded in strings with