Make Wii U controls more Nintendo-y

This commit is contained in:
Clownacy 2020-04-20 01:35:08 +01:00
parent b89207b586
commit f2ffab48e1

View file

@ -99,9 +99,9 @@ void Backend_GetKeyboardState(bool *keyboard_state)
keyboard_state[BACKEND_KEYBOARD_DOWN] = vpad_buttons & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] = vpad_buttons & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] = vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
keyboard_state[BACKEND_KEYBOARD_Z] = vpad_buttons & VPAD_BUTTON_B; // Jump
keyboard_state[BACKEND_KEYBOARD_X] = vpad_buttons & VPAD_BUTTON_Y; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] = vpad_buttons & (VPAD_BUTTON_A | VPAD_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_Z] = vpad_buttons & VPAD_BUTTON_A; // Jump
keyboard_state[BACKEND_KEYBOARD_X] = vpad_buttons & VPAD_BUTTON_B; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] = vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] = vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] = vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] = vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
@ -116,9 +116,9 @@ void Backend_GetKeyboardState(bool *keyboard_state)
keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_buttons & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_buttons & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Jump
keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_Y; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_A | WPAD_PRO_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A; // Jump
keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right