Comments (3)
@trzy I have a couple of questions related to this FR that could use your comments/feedback:
- Are there any reasons why this wasn’t implemented in the past and/or shouldn’t be implemented in the future?
- If this would be implemented which would be the preferred approach?
- I’m thinking on only a subset of keys that would highly benefit from being accesible with the gamepad: exit, pause, load, save, change slot and screenshot.
- Looking at the code since INPUT_UI is not user configurable should this change to configurable? Would be better to create a new one (eg: INPUT_UI_CUSTOM) for the subset of UI keys that would be user configurable? Or add them to the existing INPUT_COMMON?
Thanks
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It's not unusual for someone to accidentally delete their config file and we wouldn't want a situation where there is no way to use core emulator functions because all keys appear unbound. I think the preferred approach would be that these functions remain permanently bound to the given keys but that optionally, additional bindings can be introduced.
This is a little different than how inputs currently work (they can be cleared). There are probably a couple ways of achieving this. One way would be to create "alt" mappings for all the emulator functions that by default are unbound. Or, we can add a property to inputs that allows a hard-coded binding that cannot be cleared but only added to.
from supermodel.
Thanks for sharing the motivation behind the current implementation. It makes sense.
I acknowledge that this feature is not a top priority hence why I wouldn't mind giving it a try and and see if I can implement it myself.
Will take a closer look at the code and see if/what I can do following the guidance above.
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