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keyboard and mouse support, rebinding overhaul, analog triggers to digital inputs (#162)
* add keyboard support, analog triggers to digital input, and rebinding overhaul * Update README.md * Update README.md readme typo * implemented code rabbits suggestions - Preserved NSO GameCube analog triggers. - Made modal closure and Escape cancel every rebind kind. - Deduced the native button array size; <array> already existed. - Centralized axis/sign decoding. - Kept threshold updates live, saving only when editing ends. * add dimming when in settings and add clear mapping button * Update settings_overlay.cpp --------- Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
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@@ -55,10 +55,24 @@ Press **F10** while the game window has focus:
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Everything you change is saved to `Config.toml` on the spot and restored next launch.
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**Real controller support.**
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Controllers are fed to the game as a GameCube controller.
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Mappings are positional (`south`, `east`, `west`, `north`) rather than Xbox-labelled, so the
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same config makes sense on Xbox, PlayStation, Nintendo and generic SDL pads alike, and extra
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inputs like paddles, touchpads and share buttons show up when the hardware reports them.
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Both button-binding slots also accept SDL triggers and stick directions. Selecting an analog
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input shows a threshold slider beneath it (1–100%, default 50%); reaching that amount of travel
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holds the chosen digital button. Each binding's threshold is saved independently in `Config.toml`
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(for example, `a = "right_trigger@35,south"`).
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**Keyboard and Mouse support.**
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Keyboard and mouse are also available through **F10 > Controller settings > Keyboard and mouse**
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for each port. Enabling this replaces that port's gamepad input. The default preset uses WASD
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for the main stick, left mouse for A (accelerate), Space for B (brake), right mouse for R
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(drift), middle mouse for Z (item), arrow keys for the D-pad (tricks), and Enter for Start.
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Keys and mouse buttons can be remapped, including both sticks and triggers; mouse movement
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is not used. These settings are saved in `keyboard_bindings.dat` and restored next launch.
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**Dolphin-compatible input expressions.**
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Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
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