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casasfernando avatar casasfernando commented on May 23, 2024

@trzy I have a couple of questions related to this FR that could use your comments/feedback:

  1. Are there any reasons why this wasn’t implemented in the past and/or shouldn’t be implemented in the future?
  2. If this would be implemented which would be the preferred approach?
  3. 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.
  4. 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

from supermodel.

trzy avatar trzy commented on May 23, 2024

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.

casasfernando avatar casasfernando commented on May 23, 2024

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.

from supermodel.

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