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[Feature Request]: combine input bindings to single gui #2534

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jardon opened this issue Feb 24, 2025 · 3 comments
Open
1 task done

[Feature Request]: combine input bindings to single gui #2534

jardon opened this issue Feb 24, 2025 · 3 comments
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@jardon
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jardon commented Feb 24, 2025

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  • I have searched for a similar issue in this repository and did not find one.

Description

i think it makes sense to be able to bind both controller and keyboard inputs into the same binding view that the controller settings use. it would probably take a rework of how those inputs are captured, but i think being able to bind buttons on the controller to buttons on a keyboard would be better through the gui instead of the text file that currently handles the kb

Reason

unified UI for input configuration

Examples

being able to select a device when binding inputs in the GUI would be a good start

@GHU7924
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GHU7924 commented Feb 24, 2025

I won't speak for everyone, but I'll tell you how I understood the situation.

@kalaposfos13 made a manual editor (very good, I really like his work), but since he doesn't have much experience with Qt,
@rainmakerv3 made the graphic part of the controller, they decided not to repeat this for the keyboard, because it would look bad with so many keyboard keys, also @diegolix29 said that some users did not know that there was a button for editing the keyboard in the controller settings, so the keyboard was moved from the controller's dialog box to the toolbar.

Correct me if I made a mistake. If I suddenly made a mistake, I apologize.
If we could do something similar to what's in RPCS3 or Ryujinx or where else, that would be great.

@jardon
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jardon commented Feb 24, 2025

i think that makes sense if every drop down as every available key, but thats not what im thinking. there are intuitive ways to do it. either listening for key inputs to bind or something similar to steam where binding keyboard keys doesnt give you a unintuitive, non-descriptive keys in a drop-down

@rainmakerv3
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rainmakerv3 commented Feb 24, 2025

The reason I didn't do it for KMB yet (though I would want to), is primarily because of I did not want to use a dropdown for those inputs as GHU said. There are just too many inputs for that to be a good experience

I agree that the mechanism similar used by RPCS3 which listens to keyboard inputs is preferred, and would be the way I want to do it, but I don't know yet exactly how Maybe in some time I can try studying it again we'll see. But for now someone else would have to pick this up

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