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https://github.com/shadps4-emu/shadPS4.git
synced 2025-08-04 16:32:39 +00:00
Rewrote the default config to reflect new changes
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@ -701,21 +701,24 @@ void setDefaultValues() {
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gpuId = -1;
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}
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std::string_view getDefaultKeyboardConfig() {
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static std::string_view default_config =
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R"(#This is the default keybinding config
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constexpr std::string_view getDefaultKeyboardConfig() {
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return R"(#This is the default keybinding config
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#To change per-game configs, modify the CUSAXXXXX.ini files
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#To change the default config that applies to new games without already existing configs, modify default.ini
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#To change the default config that applies to new games without modifying already existing configs, modify default.ini
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#If you don't like certain mappings, delete, change or comment them out.
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#You can add any amount of KBM keybinds to a single controller input,
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#but you can use each KBM keybind for one controller input.
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#Every input consists of up to 3 different keys.
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#Keybinds used by the emulator (these are unchangeable):
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#F11 : fullscreen
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#F12 : Trigger Renderdoc capture
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#F11 : Fullscreen
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#F10 : FPS counter
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#F9 : toggle mouse-to-joystick input
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# (it overwrites everything else to that joystick, so this is required)
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#Ctrl + F10 : Debug overlay
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#F9 : Pause emulator, but only if the debug overlay is active
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#F8 : reparse keyboard input(this)
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#F7 : toggle mouse-to-joystick input
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# (it overwrites everything else to that joystick, so this is required)
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#This is a mapping for Bloodborne, inspired by other Souls titles on PC.
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@ -743,8 +746,8 @@ left = mousewheelleft;
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#Change weapon in right hand
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right = d, lalt;
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right = mousewheelright;
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#Change into 'inventory mode', so you don't have to hold lalt every time you go into menus
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modkey_toggle = i, lalt;
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#Change into 'inventory mode', so you don't have to hold the secondary key every time you go into menus
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key_toggle = i, lalt;
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#Menu
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options = escape;
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@ -767,14 +770,15 @@ r3 = middlebutton;
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#Axis mappings
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#Move
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#Change to 'walk mode' by holding the following key:
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#(halves the distance the inputs push the virtual joystick to a given direction)
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leftjoystick_halfmode = lctrl;
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axis_left_x_minus = a;
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axis_left_x_plus = d;
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axis_left_y_minus = w;
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axis_left_y_plus = s;
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#Change to 'walk mode' by holding the following key:
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leftjoystick_halfmode = lctrl;
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)";
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return default_config;
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}
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std::filesystem::path getFoolproofKbmConfigFile(const std::string& game_id) {
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// Read configuration file of the game, and if it doesn't exist, generate it from default
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@ -306,12 +306,16 @@ public:
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output = out;
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}
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bool operator<(const BindingConnection& other) const {
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// a button is a higher priority than an axis, as buttons can influence axes
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// (e.g. joystick_halfmode)
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if( output->isButton() && other.output->isAxis()) {
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return true;
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}
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if (binding < other.binding) {
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return true;
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}
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// false, except if the first is a button and second is an axis,
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// in which case the button is higher priority
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return output->isButton() && other.output->isAxis();
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return false;
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}
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};
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