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Show correct button glyph for interact if Enter/E are not split
I thought 2.2 already had separate map and interact gamepad bindings, and they simply got neglected and broken with 2.3's split Enter/E key option. But actually, the new split Enter/E option also applied to gamepad buttons, and a separate interact binding was added, without really indicating anything if Enter and E are not split. And I guess using the same button for map and interact by default also makes sense for simplicity... This commit makes sure the button glyph displayed in-game is at least the correct button. The gamepad bindings menu is also slightly modified to darken the interact option - the button glyphs code now automatically causes them to show equal buttons anyway, so it wasn't too big of a change to also darken the line and disable the binding option. To me this says: "the interact key is fixed to be the same as enter right now, but there is a way to change it." It's still not ideal of course, and I know a similar change to the gamepad menu to hide the interact option was rejected a year ago because action sets would already fix it, but it's a year later now, and showing misleading button glyphs should be fixed in 2.4, whether it will already have action sets or not (And at this point I think the plan already is to keep the existing input system for 2.4) And it's a 3 line diff to darken and disable the option, compared to fully hiding the option.
This commit is contained in:
committed by
Misa Elizabeth Kai
parent
a2c3f47748
commit
c3e251fea9
@@ -244,7 +244,13 @@ const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action acti
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case Action_InGame_Interact:
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if (show_controller)
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{
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return glyph_for_vector(game.controllerButton_interact, binding);
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/* FIXME: this really does depend on the Enter/E speedrunner option...
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* This is messy, but let's not show the wrong thing here... */
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if (game.separate_interact)
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{
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return glyph_for_vector(game.controllerButton_interact, binding);
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}
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return glyph_for_vector(game.controllerButton_map, binding);
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}
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if (game.separate_interact)
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{
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