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Currently the hardcoded icons have to be manually put in the code due to the nature of hashes.
This step can be automated and abstracted to its own header file before compilation. It will ensure easier modification and/or expansion of the hardcoded controller icon pool.
Here's an example of one part of it being abstracted - TPK generation.
This would ensure users can load their own custom controller TPKs without having to edit the existing hardcoded pool (and therefore no need to recompile the program).
So for each controller button there will be an appropriate slot that can be used. This will be based on the existing DualShock 2 references in the code.
Example: CUSTOM0_CROSS, CUSTOM0_CIRCLE, CUSTOM1_CROSS, CUSTOM1_CIRCLE, etc.
The text was updated successfully, but these errors were encountered:
Abstract controller icons
Currently the hardcoded icons have to be manually put in the code due to the nature of hashes.
This step can be automated and abstracted to its own header file before compilation. It will ensure easier modification and/or expansion of the hardcoded controller icon pool.
Here's an example of one part of it being abstracted - TPK generation.
This is the first version of the script.
Add custom slots
This would ensure users can load their own custom controller TPKs without having to edit the existing hardcoded pool (and therefore no need to recompile the program).
So for each controller button there will be an appropriate slot that can be used. This will be based on the existing DualShock 2 references in the code.
Example:
CUSTOM0_CROSS
,CUSTOM0_CIRCLE
,CUSTOM1_CROSS
,CUSTOM1_CIRCLE
, etc.The text was updated successfully, but these errors were encountered: