* Experimenting Button Label
Experimenting a way to add a hint for Button Labels. It should attempt to fix the Nintendo Layout issue when using a Nintendo Switch controller
* Create c-cpp.yml
* Create cmake-multi-platform.yml
* Create apply-patch.yml
* removing the workflows
* added experimental Steam Virtual Gamepad support
* restoring notes for Button Labels.
* Initial Gamepad Hotplug Logic improvements
This changes the way how a Controller will be prioritized. By default: it'll always prioritize based on Player 1. It should play nicely with Steam Deck's internal inputs when Steam Input is active
* Lightbar detection when using multiple PlayStation controllers at the same time.
An attempt to remedy the Lightbar activation. While Player 2/3/4 will override the in-game lightbar event upon connection: it'll later revert back to the in-game event.
* Attempt to reduce Input leaking
To avoid "the Controller is leaking" situation, there's now a Gamepad stat management that should reset Controller state based on connected controller.
* Lightbar active fix when gamepad plugged first prior to game launch
Another attempt to fix the lightbar by redoing the controller state mangement. For some reason: the Lightbar gets disabled when a controller is already plugged prior to game launch. It reverts back to normal until the next game event.
* Revert "restoring notes for Button Labels."
This reverts commit ef4e37cb41.
* Reapply "restoring notes for Button Labels."
This reverts commit f3ddd80024.
* Moving all Gamepad Hotplug changes to separate branch
To ensure all Hotplug-related changes don't accidentally get leftover: this commit will revert all the back back to the accidental removal of Button Label's note.
* added SDL's GameController naming convention as Fallback
If EInputDeviceExplicit doesn't recognize a specific Controller Type or Device: it'll fallback to SDL's naming conventions. This helps troubleshooting Controller-related issues when using the debug console.
* Official device naming scheme for EInputDeviceExplicit
Changes some of EInputDeviceExplicit's names to match the device's official name (such as Nintendo Switch Pro Controller, Xbox Wireless Controller, Amazon Luna Controller, etc.)
* spacing formatting fix
* remove "SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS" hint
since #1045 will include it: we're gonna get rid of it on this code section to avoid conflicts.
* moved EInputDevice Unknown class to the top priority
* Replacing EInputDeviceExplicit with SDL_GameControllerName
Based on @hyperbx's suggestions: It'll look for SDL's Controller Name as opposed to EInputDevice's naming scheme.
* remove hid::GetInputDeviceName() from hid.ccp
Now that SDL_GameControllerName handles Controller naming conventions, the hid.ccp portion of GetInputDeviceName is no longer needed.
* Fix indentation
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Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
* options_menu: prohibit right stick input to prevent camera moving in villages
* achievement_menu: remove extra nav inputs, implemented fast scroll
* achievement_menu: replicate skills menu fast scrolling
* Implemented D-Pad support for World Map, Super Sonic (WIP) and Bobsleigh
* Implemented D-Pad support for Gaia Colossus and Super Sonic
* Improved touchpad sensitivity