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UI: Device emulation - Steel Battalion Controller #1803
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UI: Device emulation - Steel Battalion Controller #1803
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build: Update arm64 target, handle target/arch independent pkg names
nv2a: Scale line thickness by surface scale factor
…d driver is the Steel Battalion controller driver. Added a check for HasInternalHub in xemu_input_rebind_xmu to prevent the emulator from automatically trying to rebind the xmu when switching to a Steel Battalion controller with XMUs bound
Changed the Aiming lever binding to use Mouse using the same logic as the Lightgun to track the mouse position within the viewport Updated xemu-input to work with the new changes Removed the right mouse button click to open the popup menu because it was conflicting with using the right mouse button as Lock On button
In the most recent commit, I changed the keybindings for the Steel Battalion controller to use the mouse for the aiming lever. I mapped the X and Y axes of the stick to the mouse position within the window, and I mapped the main weapon, lock on, and sub weapon controls to the mouse left, mouse right, and mouse x/y buttons (the thumb buttons). As a result I felt it was necessary to remove the right mouse button binding to show the popup menu because it was interfering with using the right mouse button in-game |
This PR adds the emulation of the Steel Battalion Controller. This controller uses different Input and Output XID reports than the Xbox Controller S. I split out the XID Gamepad-specific code from the XID shared code, and added an XID header. The new xid-gamepad.c and xid-steel-battalion.c both reference that header but they have their own code for handling USB endpoint transfers.
Since the Steel Battalion controller doesn't have an internal USB Hub, it's not possible to insert XMUs or other peripherals in the expansion slots. For this reason, rebinding XMUs is disabled and the Expansion Slots section is not rendered when the Steel Battalion controller driver is selected.
This PR shares some changes with #1802