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Input Mapping/Remapping #28
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Just an implementation note, we probably want the default mappings stored in an asset, and then have a thin storage layer over Filesystem on native and browser local storage on web that we use for when a user changes the mappings and their data needs to be stored. That storage layer can be used for storing player progress like what level they're on and similar stuff. |
I don't know much about browser local storage but I was thinking it might need special attention, glad to hear you already have thoughts about it. Thin storage layer sounds useful and progress saving also sounds like something we should have. |
It looks like this input plugin is pretty well designed, so I'll try that out and see how it goes: https://github.com/Leafwing-Studios/leafwing-input-manager. |
Yeah I was going to suggest Leafwing input manager, It seems like that will take care of the first part of defining actionlike enums and mapping controls. 👍 |
@odecay I ran into a Bevy problem detecting DPad inputs, and I opened a PR to fix it, but obviously if that PR is going to be merged it will be into Bevy 0.8.0-dev, so we can't just use it without switching to Bevy from git. I am going to be working on getting analog sticks working with Either way that brought up a question, what's our "policy" for crate dependencies right now. Are we fine using dependencies from git if we have to? For instance, if I add support for analog sticks in |
I feel like it should be fine to use git dependencies especially if it is blocking us from supporting something, with the goal to move back to release deps when the newer version is released. |
Just got a storage abstraction working in the browser, now I just need to implement it for native, which should be easy. |
Storage abstraction is ready! #79 Now I'll work on the settings menu and allowing you to configure input mappings. |
This is done, anything else on top of what we have should be considered as improvements. |
Support for mapping of inputs to keyboard/controller buttons via a menu/saved + loaded from a settings asset.
GameInput
event in terms of the actual actions that can be taken in game. Implement Input Mapping #52The text was updated successfully, but these errors were encountered: