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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:
Dav999-v 2023-03-26 05:19:01 +02:00 committed by Misa Elizabeth Kai
parent a2c3f47748
commit c3e251fea9
4 changed files with 10 additions and 3 deletions

View file

@ -244,7 +244,13 @@ const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action acti
case Action_InGame_Interact: case Action_InGame_Interact:
if (show_controller) 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) if (game.separate_interact)
{ {

View file

@ -6531,7 +6531,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
option(loc::gettext("bind enter")); option(loc::gettext("bind enter"));
option(loc::gettext("bind menu")); option(loc::gettext("bind menu"));
option(loc::gettext("bind restart")); option(loc::gettext("bind restart"));
option(loc::gettext("bind interact")); option(loc::gettext("bind interact"), separate_interact);
option(loc::gettext("return")); option(loc::gettext("return"));
menuyoff = 0; menuyoff = 0;
maxspacing = 10; maxspacing = 10;

View file

@ -2366,6 +2366,7 @@ void titleinput(void)
if ( game.currentmenuname == Menu::controller && if ( game.currentmenuname == Menu::controller &&
game.currentmenuoption > 0 && game.currentmenuoption > 0 &&
game.currentmenuoption < 6 && game.currentmenuoption < 6 &&
(game.separate_interact || game.currentmenuoption < 5) &&
key.controllerButtonDown() ) key.controllerButtonDown() )
{ {
updatebuttonmappings(game.currentmenuoption); updatebuttonmappings(game.currentmenuoption);

View file

@ -631,7 +631,7 @@ static void menurender(void)
loc::gettext("Interact is bound to: "), loc::gettext("Interact is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Interact) 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; break;
} }
} }