mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-08-04 08:22:32 +00:00
Rewrote the default config to reflect new changes
This commit is contained in:
parent
900b578988
commit
94c6a9fad9
@ -701,21 +701,24 @@ void setDefaultValues() {
|
|||||||
gpuId = -1;
|
gpuId = -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string_view getDefaultKeyboardConfig() {
|
constexpr std::string_view getDefaultKeyboardConfig() {
|
||||||
static std::string_view default_config =
|
return R"(#This is the default keybinding config
|
||||||
R"(#This is the default keybinding config
|
|
||||||
#To change per-game configs, modify the CUSAXXXXX.ini files
|
#To change per-game configs, modify the CUSAXXXXX.ini files
|
||||||
#To change the default config that applies to new games without already existing configs, modify default.ini
|
#To change the default config that applies to new games without modifying already existing configs, modify default.ini
|
||||||
#If you don't like certain mappings, delete, change or comment them out.
|
#If you don't like certain mappings, delete, change or comment them out.
|
||||||
#You can add any amount of KBM keybinds to a single controller input,
|
#You can add any amount of KBM keybinds to a single controller input,
|
||||||
#but you can use each KBM keybind for one controller input.
|
#but you can use each KBM keybind for one controller input.
|
||||||
|
#Every input consists of up to 3 different keys.
|
||||||
|
|
||||||
#Keybinds used by the emulator (these are unchangeable):
|
#Keybinds used by the emulator (these are unchangeable):
|
||||||
#F11 : fullscreen
|
#F12 : Trigger Renderdoc capture
|
||||||
|
#F11 : Fullscreen
|
||||||
#F10 : FPS counter
|
#F10 : FPS counter
|
||||||
#F9 : toggle mouse-to-joystick input
|
#Ctrl + F10 : Debug overlay
|
||||||
# (it overwrites everything else to that joystick, so this is required)
|
#F9 : Pause emulator, but only if the debug overlay is active
|
||||||
#F8 : reparse keyboard input(this)
|
#F8 : reparse keyboard input(this)
|
||||||
|
#F7 : toggle mouse-to-joystick input
|
||||||
|
# (it overwrites everything else to that joystick, so this is required)
|
||||||
|
|
||||||
#This is a mapping for Bloodborne, inspired by other Souls titles on PC.
|
#This is a mapping for Bloodborne, inspired by other Souls titles on PC.
|
||||||
|
|
||||||
@ -743,8 +746,8 @@ left = mousewheelleft;
|
|||||||
#Change weapon in right hand
|
#Change weapon in right hand
|
||||||
right = d, lalt;
|
right = d, lalt;
|
||||||
right = mousewheelright;
|
right = mousewheelright;
|
||||||
#Change into 'inventory mode', so you don't have to hold lalt every time you go into menus
|
#Change into 'inventory mode', so you don't have to hold the secondary key every time you go into menus
|
||||||
modkey_toggle = i, lalt;
|
key_toggle = i, lalt;
|
||||||
|
|
||||||
#Menu
|
#Menu
|
||||||
options = escape;
|
options = escape;
|
||||||
@ -767,14 +770,15 @@ r3 = middlebutton;
|
|||||||
|
|
||||||
#Axis mappings
|
#Axis mappings
|
||||||
#Move
|
#Move
|
||||||
|
#Change to 'walk mode' by holding the following key:
|
||||||
|
#(halves the distance the inputs push the virtual joystick to a given direction)
|
||||||
|
leftjoystick_halfmode = lctrl;
|
||||||
axis_left_x_minus = a;
|
axis_left_x_minus = a;
|
||||||
axis_left_x_plus = d;
|
axis_left_x_plus = d;
|
||||||
axis_left_y_minus = w;
|
axis_left_y_minus = w;
|
||||||
axis_left_y_plus = s;
|
axis_left_y_plus = s;
|
||||||
#Change to 'walk mode' by holding the following key:
|
|
||||||
leftjoystick_halfmode = lctrl;
|
|
||||||
)";
|
)";
|
||||||
return default_config;
|
|
||||||
}
|
}
|
||||||
std::filesystem::path getFoolproofKbmConfigFile(const std::string& game_id) {
|
std::filesystem::path getFoolproofKbmConfigFile(const std::string& game_id) {
|
||||||
// Read configuration file of the game, and if it doesn't exist, generate it from default
|
// Read configuration file of the game, and if it doesn't exist, generate it from default
|
||||||
|
@ -306,12 +306,16 @@ public:
|
|||||||
output = out;
|
output = out;
|
||||||
}
|
}
|
||||||
bool operator<(const BindingConnection& other) const {
|
bool operator<(const BindingConnection& other) const {
|
||||||
|
// a button is a higher priority than an axis, as buttons can influence axes
|
||||||
|
// (e.g. joystick_halfmode)
|
||||||
|
if( output->isButton() && other.output->isAxis()) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
if (binding < other.binding) {
|
if (binding < other.binding) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
// false, except if the first is a button and second is an axis,
|
return false;
|
||||||
// in which case the button is higher priority
|
|
||||||
return output->isButton() && other.output->isAxis();
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user