![]() ![]() Maybe though it can be improved by having two times: one for the first repeat, one for all following repeats. And this repeat time also directly influences how fast you can select items. Its very similar to the desktop, if you press esc for some time, the pause menu flashes on and off as well. When you don't like how some buttons are pressed multiple times, you can try setting repeat_joystick_button_time. I've been checking latest master ( 2d1fca5) and jump still works for me, so it must be something caused by your modifications. Note there is no way to "press" joysticks for my controller, they can only be moved around.ĭ-Pad is currently jump is being triggered So the problem must be in getting Game to see it. Also note that SPECIAL_1 is sent to servers so it might mean some stuff there too.Īnd lastly, you may want to place while sneaking when wanting to build near stuff with formspecs. Right now its possible if you use your left hand to control the right joystick, the right hand for the sneak button.Īlso you may want to jump while sneaking, and jump when in fast mode. many people want to be able to change their look while sneaking so that they can build bridges. Its been made so that you can easily play with it. Modifier 4 + RB = Item selection, rightward (I think I've added this for joysticks that don't have RT) Modifier 4 + LB = Item selection, leftward (I think I've added this for joysticks that don't have LT) ![]() Note that they also press "virtual" keys that are being sent to the server for vessel movement. RB = Right click/Place/Interact (same as for mouse) LB = Left click/Dig/Punch (same as for mouse) I've read somewhere that SDL supports force feedback. Of course, one could use SDL, it has good industry support, and is well tested, but its just a giant piece of library, and I don't know either if you can use the gamepad support without having to open a window. These two libraries don't seem to support force feedback, which is obviously a minus point. I am not really confident that it supports plug + play. Gainput which was mentioned by seems to be much bigger than libstem_gamepad, which is bad as I am not sure whether I can use it without opening a window and stuff. It features a very simple interface, supports plug + play, and I hope that it also supports the D-Pad. One problem with most libraries is that they are big monolithic chunks and manage 200 different things apart from gamepads. So I've thought of adding irrlicht gamepad support by default, and maybe some optional library that supports gamepads better. You can do nasty tricks, but you won't get real plug and play working without steadily creating more and more load. If you plug in a gamepad while minetest is running, it won't work. It doesn't really support plug & play.The D-Pad doesn't work for me, as it is represented as axis, and on axis with indices 6 and 7, while irrlicht only matches axis with indices from 0 up to 5.Hrmm, looking at the irrlicht support for gamepads, its not that shiny:
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