#Button sets available by default
33 messages · Page 1 of 1 (latest)
what do you mean by forcing specific button sets?
I use https://github.com/Sirius902/gcfeeder with the vigem branch, so Celeste thinks my controller is a PlayStation controller. I'd like it to show the generic/xbox controller buttons, or eventually make GameCube-style buttons for it to show
you'd want to hook (probably an On hook) the
private static MTexture GuiTexture(string prefix, string input)
``` method in the `Celeste.Input` class; you probably want to ignore `prefix` (the controller type or keyboard in use) and just use `input`
Just found Input.GuiButton via ButtonUI
Ah, GuiButton uses GuiTexture
prefix coming from GuiInputPrefix
yea it looks like GuiTexture is more general
oh and this input class will also let me completely rewrite the analog stick handling
cool
alternatively you could patch GuiInputPrefix, but GuiTexture allows you to do more stuff
eg. if you want to swap buttons around visually
👍
marking as resolved if that's ok :)
sounds good to me
@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
that should apply to bird tutorials and the like as well, at least I’ve never seen it do otherwise
oh yea i just noticed OverrideInputPrefix oops
Huh is that in the mod options menu?
Ok, my bad for missing it lol
lol i also missed it
yeah the dialog key should be “Input Prompts” or something like that
by default it’s set to auto but can adjust it however you like
adding more options to Everest might not be too difficult from the looks of it
Well, I think the best option would be to be able to add prefixes
but I'm not experienced enough to know how hard that is
adding more options requires:
- patch
Celeste.Input.GuiInputPrefixto add more guid → prefix pairs - add images for those prefixes
- add dialog keys for the everest option select
Ok, that doesn't seem that bad, but I don't know how to do #2 or #3
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
would it not be better to do that via Everest anyway
yeah probably