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Every Switch button and the eight stick directions the keys drive get two key cells and a controller cell under the button layout. A cell takes the next key, mouse button or controller button pressed; a key in use moves over, a controller button swaps. The tab writes bind_ lines (new: bind_LSTICK_* / bind_RSTICK_*, key:default, pad:default) and input_win.c builds the tables again when one changes, so remapping applies while the game runs. More keys can be bound: Enter, Backspace, right Shift and Ctrl, Alt, the numpad, punctuation, F2-F7, F9, F12, mouse buttons 4 and 5. Alt alone no longer enters the window menu loop. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
11 lines
565 B
C
11 lines
565 B
C
// The remapping rows of the menu's Controls tab (ui/binds_page.cpp). Present path only (ImGui).
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#pragma once
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// Inside the page's opt_begin / opt_end: every action's two keys and its controller button, remapped by selecting a
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// cell and pressing the new one, and the reset of them all. binds_after_page, after opt_end: the window that waits for
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// the press.
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void binds_rows(float scale);
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void binds_after_page(void);
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// A cell waits for a press (or its press is still reaching the menu): B, Esc, L / R and the tab keys stay on the page.
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bool binds_modal(void);
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