evilC / UCR

Universal Control Remapper [ALPHA]
MIT License
196 stars 31 forks source link

bind combination of buttons to input #81

Open TheFatal opened 8 years ago

TheFatal commented 8 years ago

just a question: is there any way to bind combination of buttons to input in UCR ?

for example: i wanna press "d" + "c" buttons to execute my plugin

evilC commented 8 years ago

Technically, this is possible (As in AHK supports such hotkeys), but for the moment I have not implemented multi-key inputs where one of the keys is not a modifier. This is something that I will look into implementing at some point though.

evilC commented 8 years ago

Thinking back on this, what I meant was that it is not possible with a single InputButton control as present in a ButtonToButton plugin. It would, however, be trivial to write a plugin with two InputButtons and one OutputButton, and only trigger the action when both inputs are down. However, if you also had bindings to the individual buttons, there would be nothing stopping these triggering as well as the multi-button plugin. This is why I made the "shift state" system of being able to shift from one profile to another.

So, as in your example, you could have c do one thing if d was not held, and another thing if d was held.

mikew commented 7 years ago

@evilC but for the moment I have not implemented multi-key inputs where one of the keys is not a modifier.

Is this any bit difficult? By default, the X-Arcade kits use Alt/Ctrl/Shift modifiers for Player 1 buttons. It kind of sucks having to reprogram it just to get multiple buttons working.

evilC commented 7 years ago

@mikew that is a different issue. If ANY player uses modifier buttons, set ALL the keyboard mappings to the "Wild" option (Drop down the box for the input, where you would normally select Bind, and select "Wild").
eg if when player A holds CTRL, it breaks a mapping of P for player 2, then player 2's P mapping needs to be set to WILD, so it will also trigger on CTRL+P

rogueyoshi commented 2 years ago

Hi, this is a big bump, but it will allow players of fighting games on keyboard to use Hitbox-controller style SOCDs (simultaneously opposing cardinal direction).

For example, in most modern PC fighters on keyboard, Up + Down = Neutral (neither). But on a Hitbox controller it would give Up as the result. This results in inconsistent inputs compared to playing them on game console with a keyboard.