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Nintendo switch controller supporttemp#13

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AL2009man wants to merge 23 commits intoportfrom
NintendoSwitchControllerSupporttemp
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Nintendo switch controller supporttemp#13
AL2009man wants to merge 23 commits intoportfrom
NintendoSwitchControllerSupporttemp

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AL2009man added 23 commits June 9, 2025 18:32
`SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` will follow the Button Labels, which causes issues in games that uses it. This commit will turn it off by default, but the default can be restored via `useNintendoLayout` within pd.ini file
…yout

`SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` is set to 0, which will follow the positional diamond-shaped face buttons on the game controller. making everything more streamlined and easier to translate across all modern contorllers. This solves a specific issue with

Japanese-style face buttons for `BUTTON_UI_ACCEPT`/`BUTTON_UI_CANCEL` actions has been added. A bit of a hacky workaround, but it'll do for now. By default: it'll only kicks in when using a Nintendo Switch controller, but `JapaneseButtonLayout` is accessible within `pd.ini`
leftovers due to switching to Visual Studios code
when going to the Keybind page, you'd see "[JPN LAYOUT - B/A]" on UI Accept/Cancel text, UI Text will change dynamically.
…apanese layout

also changed the guard function for GitHubAction CI
reverted back to the game action-based setup for the time being. this might be revised when a separate PR changes the Button Input labels. (make it easier to troubleshoot
to better accout for uncalibrated joysticks: the default joystick slider will be increasing to 6 percent. This should address a specific issue for first-party Nintendo Switch Pro Controller users who can't calibrate their joystick drifts.
this will be moved to a separate PR (fgsfdsfgs#627).
libsdl-org/SDL#13260 addresses this particular issue for Nintendo Switch Pro Controller's center deadzone, this: the original default deadzone has been restored to 4 percent and 6 percent
Cleaned up and fixed the remaining bugs within the input system. Options Menu's Bind UI should now correctly reflect the Japanese Layout
temporarily removed Get and Set functions, as it's leftover code for a pending Menu UI toggle..
To better prepare for `SDL_GetGamepadButtonLabel`/SDL3: the entire setup has been simplified by combining `inputIsJapaneseLayoutActive` and `inputRemapUIButton` into one, while giving it a new name
double-checked SDL2 version to addrsss incorrect build release`
@AL2009man AL2009man closed this Jul 25, 2025
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