diff --git a/desktop_version/src/ButtonGlyphs.cpp b/desktop_version/src/ButtonGlyphs.cpp index 5be347af..05e0bb08 100644 --- a/desktop_version/src/ButtonGlyphs.cpp +++ b/desktop_version/src/ButtonGlyphs.cpp @@ -244,7 +244,13 @@ const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action acti case Action_InGame_Interact: if (show_controller) { - return glyph_for_vector(game.controllerButton_interact, binding); + /* FIXME: this really does depend on the Enter/E speedrunner option... + * This is messy, but let's not show the wrong thing here... */ + if (game.separate_interact) + { + return glyph_for_vector(game.controllerButton_interact, binding); + } + return glyph_for_vector(game.controllerButton_map, binding); } if (game.separate_interact) { diff --git a/desktop_version/src/Game.cpp b/desktop_version/src/Game.cpp index 199936a1..a7dfee34 100644 --- a/desktop_version/src/Game.cpp +++ b/desktop_version/src/Game.cpp @@ -6531,7 +6531,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ ) option(loc::gettext("bind enter")); option(loc::gettext("bind menu")); option(loc::gettext("bind restart")); - option(loc::gettext("bind interact")); + option(loc::gettext("bind interact"), separate_interact); option(loc::gettext("return")); menuyoff = 0; maxspacing = 10; diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index 58b4858f..b08d65d8 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -2366,6 +2366,7 @@ void titleinput(void) if ( game.currentmenuname == Menu::controller && game.currentmenuoption > 0 && game.currentmenuoption < 6 && + (game.separate_interact || game.currentmenuoption < 5) && key.controllerButtonDown() ) { updatebuttonmappings(game.currentmenuoption); diff --git a/desktop_version/src/Render.cpp b/desktop_version/src/Render.cpp index 6a5e1086..73e09f34 100644 --- a/desktop_version/src/Render.cpp +++ b/desktop_version/src/Render.cpp @@ -631,7 +631,7 @@ static void menurender(void) loc::gettext("Interact is bound to: "), BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Interact) ); - font::print(PR_CEN, -1, 115, buffer_a, tr, tg, tb); + font::print(PR_CEN | PR_BRIGHTNESS(game.separate_interact ? 255 : 128), -1, 115, buffer_a, tr, tg, tb); break; } }