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//todo
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edit: I decided to just default them to open for now, this will still be a useful comment when we start adding more analog stick options @aMannus re:
when messing around with this I found a few issues: the issuesadding ImGui::SetNextItemOpen(true, ImGuiCond_FirstUseEver);or ImGui::SetNextItemOpen(true, ImGuiCond_Once);before if (ImGui::TreeNode(StringHelper::Sprintf("Analog Stick Options##%d", id).c_str())) {will make it default to open, but it will always default to open. the expanded/collapsed state isn't saved in after looking into this a bit more, it seems to also be a problem with all the if (ImGui::CollapsingHeader("Buttons", NULL, ImGuiTreeNodeFlags_DefaultOpen)) {ideas/paths forwardmy gut feeling is that "i told you to go away" is a more frustrating user experience than "i thought you were open" when it comes to those options, but i could be convinced otherwise. taking that into account i see a few options:
I'm leaning towards the "continue to default to close" option for a couple reasons
any thoughts/suggestions would be awesome! |
garrettjoecox
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Absolutely stellar job. It looks great, functions great, and it's intuitive.
- Should we have a set defaults option for the keyboard?
- Can we have a "Test Rumble" button?
- Tooltip explaining axis threshhold
- The position of some elements seems to not take scrolling X into account correctly (video attached)
- +/- buttons on "notch snap angle" and "Large Motor Intensity" don't do anything (maybe lacking a unique ImGui ID?)
This is maybe a larger one / design flaw: When I plug my stadia controller, two virtual controllers are added, I'm not really sure if it matters which of these "instances" I'm binding inputs to, but I don't really have a way to select which one I want to bind to. I can get both virtual controller's buttons to bind if I just keep re-trying, but it seems to just pick one of them at random each attempt. Again I'm not sure this is really an issue, unless someone has a use-case in which they desire to bind to one over the other.
Screen.Recording.2023-11-12.at.10.44.56.AM.mov
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Verified all my feedback has been accounted for or fixed 👍 |
* lay some groundwork * use custom window (which is currently identical to the LUS window) * start making it shippy * start moving stuff out of gamecontroleditor * clean up shouldrumble * include the other way * wii u * latest lus main * notch snap angle buttons * buttons on all the sliders * just use a hidden id * handle debug for port 2 and rename tabs so everything fits * button line buttons look better * padding fixed * clang format * bump to latest LUS main * big buttons * just default the analog stick options to open for now * fix wii u build * bonus: make it all scale-aware * clang format * fix horizontal scrolling * fix all +/- buttons * keyboard set defaults * axis threshold helper text * bonus: test rumble button * clang format * fix otrexporter submodule * bump to latest lus main
* lay some groundwork * use custom window (which is currently identical to the LUS window) * start making it shippy * start moving stuff out of gamecontroleditor * clean up shouldrumble * include the other way * wii u * latest lus main * notch snap angle buttons * buttons on all the sliders * just use a hidden id * handle debug for port 2 and rename tabs so everything fits * button line buttons look better * padding fixed * clang format * bump to latest LUS main * big buttons * just default the analog stick options to open for now * fix wii u build * bonus: make it all scale-aware * clang format * fix horizontal scrolling * fix all +/- buttons * keyboard set defaults * axis threshold helper text * bonus: test rumble button * clang format * fix otrexporter submodule * bump to latest lus main
What this does
What this doesn't do
What I'm hoping for in reviews
Build Artifacts