Add setting to swap A<->B and X<->Y buttons (#513)

* Added toggle for swapping A<->B and X<->Y buttons to enable proper button mapping for combined Joy-Cons in iOS16, where iOS level remapping is not supported and pushing Switch B (bottom face button) sends Xbox B (right face button) instead of Xbox A (bottom face button), etc.  Allows user to select between current behavior (button letter matches output) and muscle-memory behavior (face button pressed matches location of face button output)
This commit is contained in:
IonBlade2K
2022-07-21 20:09:22 -05:00
committed by GitHub
parent eb801b553f
commit b9e0b28adc
13 changed files with 119 additions and 52 deletions

View File

@@ -47,6 +47,7 @@ static const double MOUSE_SPEED_DIVISOR = 2.5;
bool _oscEnabled;
char _controllerNumbers;
bool _multiController;
bool _swapABXYButtons;
}
// UPDATE_BUTTON_FLAG(controller, flag, pressed)
@@ -302,10 +303,18 @@ static const double MOUSE_SPEED_DIVISOR = 2.5;
short rightStickX, rightStickY;
unsigned char leftTrigger, rightTrigger;
UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonA.pressed);
UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonB.pressed);
UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonX.pressed);
UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonY.pressed);
if (_swapABXYButtons) {
UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonA.pressed);
UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonB.pressed);
UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonX.pressed);
UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonY.pressed);
}
else {
UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonA.pressed);
UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonB.pressed);
UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonX.pressed);
UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonY.pressed);
}
UPDATE_BUTTON_FLAG(limeController, UP_FLAG, gamepad.dpad.up.pressed);
UPDATE_BUTTON_FLAG(limeController, DOWN_FLAG, gamepad.dpad.down.pressed);
@@ -361,10 +370,18 @@ static const double MOUSE_SPEED_DIVISOR = 2.5;
else if (controller.gamepad != NULL) {
controller.gamepad.valueChangedHandler = ^(GCGamepad *gamepad, GCControllerElement *element) {
Controller* limeController = [self->_controllers objectForKey:[NSNumber numberWithInteger:gamepad.controller.playerIndex]];
UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonA.pressed);
UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonB.pressed);
UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonX.pressed);
UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonY.pressed);
if (_swapABXYButtons) {
UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonA.pressed);
UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonB.pressed);
UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonX.pressed);
UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonY.pressed);
}
else {
UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonA.pressed);
UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonB.pressed);
UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonX.pressed);
UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonY.pressed);
}
UPDATE_BUTTON_FLAG(limeController, UP_FLAG, gamepad.dpad.up.pressed);
UPDATE_BUTTON_FLAG(limeController, DOWN_FLAG, gamepad.dpad.down.pressed);
@@ -623,6 +640,7 @@ static const double MOUSE_SPEED_DIVISOR = 2.5;
_controllers = [[NSMutableDictionary alloc] init];
_controllerNumbers = 0;
_multiController = streamConfig.multiController;
_swapABXYButtons = streamConfig.swapABXYButtons;
_presenceDelegate = delegate;
_player0osc = [[Controller alloc] init];