J :
CAREFUL : this update REVERSES the triggers default actions. * Make the right trigger opens the hand and the left trigger skips to next phase. * Add an option to reverse triggers (and thus revert to old style).
This commit is contained in:
@@ -29,10 +29,10 @@ public:
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MUSICVOLUME,
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SFXVOLUME,
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DIFFICULTY,
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PLASMAEFFECT,
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OSD,
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CLOSEDHAND,
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HANDDIRECTION,
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REVERSETRIGGERS,
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INTERRUPT_SECONDS,
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//My interrupts
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INTERRUPTMYSPELLS,
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@@ -684,12 +684,13 @@ void ActionStack::endOfInterruption(){
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bool ActionStack::CheckUserInput(u32 key){
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u32 trigger = (options[Options::REVERSETRIGGERS].number ? PSP_CTRL_RTRIGGER : PSP_CTRL_LTRIGGER);
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if (mode == ACTIONSTACK_STANDARD){
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if (askIfWishesToInterrupt){
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if (PSP_CTRL_CROSS == key){
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setIsInterrupting(askIfWishesToInterrupt);
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return true;
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}else if ((PSP_CTRL_CIRCLE == key) || (PSP_CTRL_RTRIGGER == key) ){
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}else if ((PSP_CTRL_CIRCLE == key) || (trigger == key) ){
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cancelInterruptOffer();
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return true;
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}else if ((PSP_CTRL_SQUARE == key)){
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@@ -131,7 +131,7 @@ bool CardSelector::CheckUserInput(u32 key)
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case PSP_CTRL_DOWN:
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active = closest<Down>(cards, limitor, active);
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break;
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case PSP_CTRL_LTRIGGER:
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case PSP_CTRL_TRIANGLE:
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showBig = !showBig;
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return true;
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default:
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@@ -45,6 +45,7 @@ void GameStateOptions::Start()
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optionsList = NEW OptionsList("Game");
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optionsList->Add(NEW OptionClosedHand(Options::CLOSEDHAND, "Closed hand"));
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optionsList->Add(NEW OptionHandDirection(Options::HANDDIRECTION, "Hand direction"));
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optionsList->Add(NEW OptionInteger(Options::REVERSETRIGGERS, "Reverse left and right triggers"));
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optionsTabs->Add(optionsList);
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optionsList = NEW OptionsList("Profiles");
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@@ -232,7 +232,14 @@ bool GuiCombat::CheckUserInput(u32 key)
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addOne(active, step);
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break;
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case PSP_CTRL_SQUARE:
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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case PSP_CTRL_RTRIGGER:
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if (!options[Options::REVERSETRIGGERS].number) return false;
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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case PSP_CTRL_LTRIGGER:
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if (options[Options::REVERSETRIGGERS].number) return false;
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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}
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@@ -134,8 +134,7 @@ void GuiHandSelf::Repos()
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bool GuiHandSelf::CheckUserInput(u32 key)
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{
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//u32 trigger = options[REVERSE_TRIGGERS];
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u32 trigger = PSP_CTRL_LTRIGGER;
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u32 trigger = (options[Options::REVERSETRIGGERS].number ? PSP_CTRL_LTRIGGER : PSP_CTRL_RTRIGGER);
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if (trigger == key)
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{
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state = (Open == state ? Closed : Open);
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@@ -40,7 +40,8 @@ void MTGGamePhase::Update(float dt){
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bool MTGGamePhase::CheckUserInput(u32 key){
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GameObserver * game = GameObserver::GetInstance();
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if (activeState == INACTIVE){
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if ((PSP_CTRL_RTRIGGER == key) && game->currentActionPlayer == game->currentlyActing())
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u32 trigger = (options[Options::REVERSETRIGGERS].number ? PSP_CTRL_RTRIGGER : PSP_CTRL_LTRIGGER);
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if ((trigger == key) && game->currentActionPlayer == game->currentlyActing())
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{
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activeState = ACTIVE;
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game->userRequestNextGamePhase();
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