controls that don't belong to any indexed player are put at index 0, which makes them appear in front of everything that's used all the time. when there's only a few of those, it's fine. but for systems with keyboards, you have to fullscreen the emulator window to even see regular inputs

I moved index 0 to the end for input display, but didn't touch the original generator, since it may affect other things I'm not sure about (and I'm not smart enough to properly change it)
This commit is contained in:
feos 2024-12-22 14:52:59 +03:00
parent 1526de58ad
commit a8368849a9
1 changed files with 5 additions and 1 deletions

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@ -16,8 +16,12 @@ namespace BizHawk.Client.Common
throw new InvalidOperationException("Can't generate input display string with empty mnemonics cache");
var sb = new StringBuilder();
var controls = source.Definition.ControlsOrdered.ToList();
// index 0 is for controls that don't belong to any indexed player
controls.Add(controls[0]);
controls.RemoveAt(0);
foreach ((string buttonName, AxisSpec? axisSpec) in source.Definition.ControlsOrdered.SelectMany(x => x))
foreach ((string buttonName, AxisSpec? axisSpec) in controls.SelectMany(x => x))
{
if (axisSpec.HasValue)
{