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Controller support: README docs

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Gleb Mazovetskiy 6 years ago committed by Anders Jenbo
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  1. 25
      README.md
  2. 1
      SourceX/miniwin/misc_msg.cpp

25
README.md

@ -216,6 +216,31 @@ Note that some features are not yet supported in SDL v1, notably upscaling, and
All games are encrypted and password protected.
# Controller support
DevilutionX supports gamepad controls.
Default controller mappings (A/B/X/Y as in Nintendo layout, so the rightmost button is attack):
- Left analog / DPad: move hero
- Right analog: simulate mouse
- A: attack nearby enemies, talk to towns people and merchants, pickup & place items in the inventory, OK while in main menu
- B: Select spell, cancel while in main menu
- X: pickup gold, potions & equipment from ground, open chests and doors that are nearby, use item when in inventory (useful to read books etc.)
- Y: cast spell, go to previous screen when talking to people and in shops, delete character while in main menu
- R1: inventory
- L1: character sheet
- R2: drink mana potion
- L2: drink health potion
- Left analog click: quest log
- Right analog click: left mouse click
- Select: automap
- Start: game Menu, skip intro
For now, they can be re-mapped by changing `SourceX/controls` or by setting the `SDL_GAMECONTROLLERCONFIG` environment
variable (see
[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB)).
# Contributing
[Guidelines](docs/CONTRIBUTING.md)

1
SourceX/miniwin/misc_msg.cpp

@ -425,7 +425,6 @@ WINBOOL PeekMessageA(LPMSG lpMsg, HWND hWnd, UINT wMsgFilterMin, UINT wMsgFilter
ShowCursor();
lpMsg->message = DVL_WM_KEYDOWN;
lpMsg->wParam = 'S';
// We expect the flag value to change after this.
HideCursorIfNotNeeded();
StoreSpellCoords();
return true;

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