fix #4132
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)
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@ -16,8 +16,12 @@ namespace BizHawk.Client.Common
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throw new InvalidOperationException("Can't generate input display string with empty mnemonics cache");
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var sb = new StringBuilder();
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var controls = source.Definition.ControlsOrdered.ToList();
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// index 0 is for controls that don't belong to any indexed player
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controls.Add(controls[0]);
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controls.RemoveAt(0);
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foreach ((string buttonName, AxisSpec? axisSpec) in source.Definition.ControlsOrdered.SelectMany(x => x))
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foreach ((string buttonName, AxisSpec? axisSpec) in controls.SelectMany(x => x))
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{
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if (axisSpec.HasValue)
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{
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