Closed offalynne closed 2 years ago
A mixed input source can be supported, sure, and when player input is set up for this then hotswapping will be disabled. This will require the developer to explicitly set a player's source to INPUT_SOURCE.MIXED
, e.g. a menu option, and then provide controller assignment via Input's assignment feature.
As discussed this is a single-player-only feature, and in the larger scheme of decoupling players from devices, a 'player' need only claim one source, share one source (eg. two players on keyboard or sharing one pad), or claim all sources (mixed input).
Want to add that while currently titled 'keyboard + gamepad' the most common use case is actually mouse + gamepad, where either the mouse is being simulated thru gamepad input (eg. Steam Input) or an analogue joystick is being simulated thru analogue key input (wide variety of ergo devices).
Implemented
increasingly PC users are presented options for combining gamepad and mouse/keyboard input, termed "mixed" or "simultaneous" input. limiting "player" slots to either/or means either thrashing between modes when hotswapping is enabled, or being locked out of one or the other input source altogether.
https://www.pcgamingwiki.com/wiki/List_of_games_that_support_simultaneous_input
common devices that leverage mixed input include gamepads (Steam Controller and thus by extension any gamepad leveraging Steam Input, and numerous Android gamepads that map selective buttons to keyboard), gameboards (Logitech G13, Wooting devices, CoolerMaster's Aimpad enabled MK850 and ControlPad, Belkin's N50 line, Saitek PZ31A, Razer's Orbweaver and Tartarus lines), gamemice (ROG Chakram, Swiftpoint Z, Lexip Pu94), and burgeoning hybrid ergo devices like the Azeron and 3dRudder
generally the consensus is "indicate device type as gamepad, but do not lock-out mouse or keyboard input". i know this is a pain especially for assigning devices per player, but if mouse/keyboard pairing is acceptable perhaps all three in tandem isn't entirely unreasonable ;-)