#Button sets available by default

33 messages · Page 1 of 1 (latest)

tiny salmon
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Looking to write a mod that allows one to force specific button sets for the help tooltips or bird instructions, where should I be looking to find what button sets are available by default? How should I manage allowing users to add custom button sets (i.e. gamecube?)

tiny gyro
tiny salmon
tiny gyro
tiny salmon
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Just found Input.GuiButton via ButtonUI

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Ah, GuiButton uses GuiTexture

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prefix coming from GuiInputPrefix

tiny gyro
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yea it looks like GuiTexture is more general

tiny salmon
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oh and this input class will also let me completely rewrite the analog stick handling

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cool

tiny gyro
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alternatively you could patch GuiInputPrefix, but GuiTexture allows you to do more stuff

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eg. if you want to swap buttons around visually

tiny salmon
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👍

tiny gyro
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marking as resolved if that's ok :)

tiny salmon
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sounds good to me

terse island
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@tiny salmon I’m not quite sure this is the same thing but base Everest allows you to change what buttons are used for your button prompts from the selection that the game provides, gcc isn’t one of them so you’d need to patch Everest/mod it in but you can definitely do Xbox buttons with PlayStation controller drivers - I use drivers that turn PlayStation controller into xinput so all my games display Xbox buttons, but with Everest specifically I’ve been able to change that

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that should apply to bird tutorials and the like as well, at least I’ve never seen it do otherwise

tiny gyro
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oh yea i just noticed OverrideInputPrefix oops

tiny salmon
tiny gyro
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yep, or there's a command & launch option

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(just looked)

tiny salmon
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Ok, my bad for missing it lol

tiny gyro
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lol i also missed it

terse island
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yeah the dialog key should be “Input Prompts” or something like that

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by default it’s set to auto but can adjust it however you like

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adding more options to Everest might not be too difficult from the looks of it

tiny salmon
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Well, I think the best option would be to be able to add prefixes

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but I'm not experienced enough to know how hard that is

tiny gyro
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adding more options requires:

  • patch Celeste.Input.GuiInputPrefix to add more guid → prefix pairs
  • add images for those prefixes
  • add dialog keys for the everest option select
tiny salmon
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Ok, that doesn't seem that bad, but I don't know how to do #2 or #3

tiny gyro
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basically trivial, just put keys into an English.txt file in your mod and put the images as-is
the paths have to be right, but you can copy how the asset dump & other mods do it

terse island
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would it not be better to do that via Everest anyway

tiny gyro
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yeah probably