From f2ffab48e135f8f02802e43f5385f5e9eea8dddf Mon Sep 17 00:00:00 2001 From: Clownacy Date: Mon, 20 Apr 2020 01:35:08 +0100 Subject: [PATCH] Make Wii U controls more Nintendo-y --- src/Backends/WiiU/Misc.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/Backends/WiiU/Misc.cpp b/src/Backends/WiiU/Misc.cpp index 9e0740cd..775c9055 100644 --- a/src/Backends/WiiU/Misc.cpp +++ b/src/Backends/WiiU/Misc.cpp @@ -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