ref: aa18cccef585e56f9b20f429d1cfd53c7b6799e7
parent: e4e8453ba6feae0340a059794595c76d23133798
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Apr 25 20:50:43 EDT 2020
Ditch the Nintendo-style controls After asking around, people really seem to prefer Xbox-style controllers. Admittedly, when I was playtesting with Nintendo controls, I wound up using my fingers to press A/B because of how awkward it was.
--- a/src/Backends/WiiU/Misc.cpp
+++ b/src/Backends/WiiU/Misc.cpp
@@ -108,10 +108,10 @@
keyboard_state[BACKEND_KEYBOARD_DOWN] |= vpad_buttons & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] |= vpad_buttons & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] |= vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
- keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_A; // Jump
- keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_B; // Shoot
- keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_PLUS); // Inventory
- keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_MINUS); // Map
+ keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_B; // Jump
+ keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_Y; // Shoot
+ keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_A | VPAD_BUTTON_PLUS); // Inventory
+ keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] |= vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] |= vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
@@ -126,10 +126,10 @@
keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_buttons & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_buttons & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
- keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A; // Jump
- keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Shoot
- keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_PLUS); // Inventory
- keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_MINUS); // Map
+ keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Jump
+ keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_Y; // Shoot
+ keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_A | WPAD_PRO_BUTTON_PLUS); // Inventory
+ keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right
}