(2016-08-10, 06:03)trihy Wrote: Nice, still think L R start back for exit the game is the proper way.
I agree, I'll add this to joystick.xml
There's room for more combos. What other actions need to be available in-game?
(2016-08-10, 06:03)trihy Wrote: Some emulators, like 3do use back (stop) like a normal button in some games. We need to take that into account. Stop button is one of the six buttons on games like SF2.
Right now, combos are ignored when a button is used by a game. OFC, the user chooses which buttons are used by the game via the controller configuration utility. I can change this so that combos can use game buttons. The problem here is that the combo buttons are also sent to the game, so if the combo is e.g. Select + A then the user will frequency be opening the menu and selecting the first item.
What if we designate a "meta" key? Then, when this key is pressed, any following button presses could be a combo in joystick.xml.
This gives us a choice. We could send the meta key to the game immediately. E.g. if this were select, the user would see a menu open, and then 0.5 seconds (hold time) later, the action would execute. Alternatively, we could NOT send the meta key to the game until after the hold timeout elapses. That way, combos are still possible, and no spurious in-game actions will occur.