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Control Panel
A bit of detailed info for some sections of Control Panel.
When you click the button and send any input (including the sensitive analog stick moving by its own), the assignment process starts. Then you can send input for parts shown on the screen until everything is assigned, then tell Mini Padder it's either a gamepad or a joystick, finishing the process.
Sometimes, the button you're told to press might not look like the button you have on the controller.
Press the button that is visually similar to what you see on the screen. Skip it if you don't see anything on the screen.
Here's the full order, and some of them will be skipped when unnecessary or meaningless to check.
- Face Button:
Down (A/×),
Right (B/○),
Up (Y/Δ),
Left (X/□), - Dpad:
Down,
Left,
Up,
Right,- If dpad input is sent as a single value, it will skip right to shoulders after receiving input for Down. Mostly a case for joysticks.
- If skipped by a user, it will skip right to shoulders.
- L1/LB,
R1/RB,
L2/LT,
R2/RT,- If L1/LB is skipped by a user, all shoulder buttons will be skipped.
- If L2/LT is skipped by a user, R2/RT will be also skipped.
- Select,
Start,
Home,
Touchpad, - Left Stick X,
Left Stick Y,- If skipped by a user, it will skip to LS Click.
- Left Stick Click
- Right Stick X,
Right Stick Y,- If skipped by a user, it will skip to RS Click.
- Right Stick Click
To do the process faster, you can roll your finger for face buttons and dpad, starting from down and circling away from the centre of the gamepad. Stick assignment can be done faster by pushing the stick right to down, releasing then pressing it.
While Mini Padder is asking you if the gamepad is a gamepad or a joystick, it tracks the position of the assigned sticks every frame, until you input the answer. The values at the last frame are used to define deadzone for the sticks.
Maximum deadzone value is 0.2. You can check Export & Import -> Gamepad Mappings to see and edit the value for the gamepad.
You can turn off the effect by emptying all the text boxes. It will internally assign [0], [1], 0
as these values respectively.
Changing these values will cause the skin to refresh, displaying every part and starting the timer again for these parts.
Saving an empty field will send null
to their corresponding features, and the value won't be accepted by them.
Although drag and drop loading is implemented on the area, you can't drag files through an OBS interact window. Clicking anywhere will still bring the file select screen.
After a custom skin is successfully loaded, you can copy its single text version from Export & Import -> Custom Skin and share it to other people.
GamepadWatcher
MappingManager
GamepadRenderer