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Default button for 'Esc' in gamepad is now Start
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commit
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3 changed files with 15 additions and 16 deletions
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@ -570,12 +570,11 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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`1`, which enables gamepad usage; `0` disables its detection at
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startup. Can only be set from command line.
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* **in_sdlbackbutton**: Defines which button is used in the gamepad or
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joystick as the `Esc` key, to access the main menu and 'cancel' /
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'go back' on its options. Default is `0`, which corresponds to the
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Back/Select/Minus button. Set to `1` to use Start/Menu/Plus, and to
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`2` to use the Guide/Home/PS button. Requires a game restart
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(or controller replug) when changed.
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* **in_sdlbackbutton**: Defines which button is used in the gamepad as
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the `Esc` key, to pull the main menu and 'cancel' / 'go back' on its
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options. Valid values are `0` = Back / Select / Minus, `1` = Start /
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Menu / Plus (default), or `2` = Guide / Home / PS. Requires a game
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restart, or gamepad replug, when changed.
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* **joy_layout**: Allows to select the stick layout of the gamepad.
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- `0`: *Default*, left stick moves, right aims
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@ -78,7 +78,7 @@ typedef enum
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// IN_Update() called at the beginning of a frame to the
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// actual movement functions called at a later time.
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static float mouse_x, mouse_y;
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static unsigned char sdl_back_button = SDL_CONTROLLER_BUTTON_BACK;
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static unsigned char sdl_back_button = SDL_CONTROLLER_BUTTON_START;
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static int joystick_left_x, joystick_left_y, joystick_right_x, joystick_right_y;
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static float gyro_yaw, gyro_pitch;
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static qboolean mlooking;
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@ -2067,19 +2067,19 @@ IN_Controller_Init(qboolean notify_user)
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SDL_Joystick *joystick = NULL;
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SDL_bool is_controller = SDL_FALSE;
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cvar = Cvar_Get("in_sdlbackbutton", "0", CVAR_ARCHIVE);
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cvar = Cvar_Get("in_sdlbackbutton", "1", CVAR_ARCHIVE);
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if (cvar)
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{
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switch ((int)cvar->value)
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{
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case 1:
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sdl_back_button = SDL_CONTROLLER_BUTTON_START;
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case 0:
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sdl_back_button = SDL_CONTROLLER_BUTTON_BACK;
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break;
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case 2:
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sdl_back_button = SDL_CONTROLLER_BUTTON_GUIDE;
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break;
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default:
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sdl_back_button = SDL_CONTROLLER_BUTTON_BACK;
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sdl_back_button = SDL_CONTROLLER_BUTTON_START;
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}
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}
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@ -81,7 +81,7 @@ typedef enum
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// IN_Update() called at the beginning of a frame to the
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// actual movement functions called at a later time.
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static float mouse_x, mouse_y;
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static unsigned char sdl_back_button = SDL_GAMEPAD_BUTTON_BACK;
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static unsigned char sdl_back_button = SDL_GAMEPAD_BUTTON_START;
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static int joystick_left_x, joystick_left_y, joystick_right_x, joystick_right_y;
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static float gyro_yaw, gyro_pitch;
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static qboolean mlooking;
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@ -2053,19 +2053,19 @@ IN_Controller_Init(qboolean notify_user)
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SDL_Joystick *joystick = NULL;
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SDL_bool is_controller = SDL_FALSE;
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cvar = Cvar_Get("in_sdlbackbutton", "0", CVAR_ARCHIVE);
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cvar = Cvar_Get("in_sdlbackbutton", "1", CVAR_ARCHIVE);
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if (cvar)
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{
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switch ((int)cvar->value)
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{
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case 1:
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sdl_back_button = SDL_GAMEPAD_BUTTON_START;
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case 0:
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sdl_back_button = SDL_GAMEPAD_BUTTON_BACK;
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break;
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case 2:
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sdl_back_button = SDL_GAMEPAD_BUTTON_GUIDE;
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break;
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default:
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sdl_back_button = SDL_GAMEPAD_BUTTON_BACK;
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sdl_back_button = SDL_GAMEPAD_BUTTON_START;
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}
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}
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