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Add switch pro controller mappings and gamepad.getInputLabel #2254
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I don't have a switch pro controller, so not too much I can test here. @larsiusprime Do you maybe want to take a look at this? |
And if someone knows why flash behavior seems inconsistent, I'd love to know. At first I got seemingly random button presses and axis changes until I update my FP debugger, then it worked perfectly. The next day it was back to chaos |
Yeah I have these devices. I'll try to test this stuff next week if someone
pings me a reminder; only chief concern is to make sure that adjustments
meant for PC behavior don't trip us up with the behavior of the native
controllers on the actual Switch.
…On Sun, Apr 19, 2020 at 9:40 AM Geokureli ***@***.***> wrote:
Decided to trim down FlxGamepad.checkStatus @Gama11
<https://github.com/Gama11> brought up that it's a bit hefty for an
inline function in #2253 <#2253>
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else if (name.contains("pro controller") || name.contains("joycon l+r")) | ||
SWITCH_PRO; | ||
else if (name.contains("joycon (l)")) | ||
SWITCH_JOYCON_LEFT; | ||
else if (name.contains("joycon (r)")) | ||
SWITCH_JOYCON_RIGHT; |
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Can always wrap this in #if !switch
if it messes with current switch mappings. I don't have a Switch SDK so this isn't something I can look into
@larsiusprime Ping. |
Ok, I'll just have to assume the changes are good then. |
Mappings Added:
Because Nintendo's controllers have very contradictory labelling compared to our input scheme, I thought it was important that flixel offer easy ways for devs to accurately distinguish these buttons to players. I've gone and mapped inputIDs to custom labels so they can display a string label for any button on any mapped gamepad device.
Example:
will have the following values: