mirror of
https://github.com/TerryCavanagh/VVVVVV.git
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Fix regression with controller binds on first launch
I noticed that in 2.3, the game would launch with default controller
binds upon first launch (e.g. no pre-existing unlock.vvv or
settings.vvv), but in 2.4, this wasn't the case, and the default binds
would only be set the next time the game was launched. This would result
in you being essentially unable to use the controller on first launch
save for the analogue stick and D-pad to move between menu selections
and move the player.
Bisecting pointed to commit 3ef5248db9
as
the cause of the regression. It turns out returning early upon error or
a file not existing didn't set the default controller binds, because
they were done at the end of Game::deserializesettings(). But the binds
would be set on the next launch because if the file didn't exist, a new
file would be written, not with the default binds, but then the next
launch would read the file, see there were no binds, and then set the
default binds accordingly.
To fix this, I made it so that the default controller binds are set when
Game is initialized. That way, it covers all cases where the game can't
read a settings file.
This commit is contained in:
parent
4f2fe163bc
commit
fb38668182
2 changed files with 28 additions and 20 deletions
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@ -383,6 +383,32 @@ void Game::init(void)
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disableaudiopause = false;
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disableaudiopause = false;
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disabletemporaryaudiopause = true;
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disabletemporaryaudiopause = true;
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inputdelay = false;
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inputdelay = false;
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setdefaultcontrollerbuttons();
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}
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void Game::setdefaultcontrollerbuttons(void)
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{
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if (controllerButton_flip.size() < 1)
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{
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controllerButton_flip.push_back(SDL_CONTROLLER_BUTTON_A);
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}
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if (controllerButton_map.size() < 1)
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{
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controllerButton_map.push_back(SDL_CONTROLLER_BUTTON_Y);
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}
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if (controllerButton_esc.size() < 1)
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{
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controllerButton_esc.push_back(SDL_CONTROLLER_BUTTON_B);
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}
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if (controllerButton_restart.size() < 1)
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{
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controllerButton_restart.push_back(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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}
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if (controllerButton_interact.size() < 1)
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{
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controllerButton_interact.push_back(SDL_CONTROLLER_BUTTON_X);
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}
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}
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}
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void Game::lifesequence(void)
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void Game::lifesequence(void)
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@ -4593,26 +4619,7 @@ void Game::deserializesettings(tinyxml2::XMLElement* dataNode, struct ScreenSett
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}
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}
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if (controllerButton_flip.size() < 1)
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setdefaultcontrollerbuttons();
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{
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controllerButton_flip.push_back(SDL_CONTROLLER_BUTTON_A);
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}
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if (controllerButton_map.size() < 1)
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{
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controllerButton_map.push_back(SDL_CONTROLLER_BUTTON_Y);
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}
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if (controllerButton_esc.size() < 1)
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{
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controllerButton_esc.push_back(SDL_CONTROLLER_BUTTON_B);
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}
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if (controllerButton_restart.size() < 1)
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{
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controllerButton_restart.push_back(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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}
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if (controllerButton_interact.size() < 1)
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{
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controllerButton_interact.push_back(SDL_CONTROLLER_BUTTON_X);
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}
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}
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}
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bool Game::savestats(bool sync /*= true*/)
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bool Game::savestats(bool sync /*= true*/)
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@ -136,6 +136,7 @@ class Game
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public:
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public:
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void init(void);
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void init(void);
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void setdefaultcontrollerbuttons(void);
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int crewrescued(void);
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int crewrescued(void);
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