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
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
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
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