Vita: Change binds so that L is place and R is delete, remove back screen behaviour

This commit is contained in:
UnknownShadow200 2025-07-09 06:58:35 +10:00
parent 28a2a74a97
commit 23aee471e5
2 changed files with 22 additions and 2 deletions

View File

@ -213,7 +213,7 @@ static void palette_alloc(CCTexture* tex, int size) {
} }
static void palette_release(CCTexture* tex) { static void palette_release(CCTexture* tex) {
blockalloc_free(pal_table, tex->palBase, tex->palBlocks); blockalloc_dealloc(pal_table, tex->palBase, tex->palBlocks);
} }

View File

@ -127,7 +127,8 @@ static void ProcessTouchInput(int port, int id, const SceTouchPanelInfo* panel)
void Window_ProcessEvents(float delta) { void Window_ProcessEvents(float delta) {
ProcessTouchInput(SCE_TOUCH_PORT_FRONT, 0, &frontPanel); ProcessTouchInput(SCE_TOUCH_PORT_FRONT, 0, &frontPanel);
ProcessTouchInput(SCE_TOUCH_PORT_BACK, 1, &backPanel); //ProcessTouchInput(SCE_TOUCH_PORT_BACK, 1, &backPanel);
// TODO figure out a way to use the back panel
} }
void Cursor_SetPosition(int x, int y) { } // Makes no sense for PS Vita void Cursor_SetPosition(int x, int y) { } // Makes no sense for PS Vita
@ -140,6 +141,25 @@ void Window_DisableRawMouse(void) { Input.RawMode = false; }
/*########################################################################################################################* /*########################################################################################################################*
*-------------------------------------------------------Gamepads----------------------------------------------------------* *-------------------------------------------------------Gamepads----------------------------------------------------------*
*#########################################################################################################################*/ *#########################################################################################################################*/
static const BindMapping vita_padbinds[BIND_COUNT] = {
[BIND_FORWARD] = { CCPAD_UP },
[BIND_BACK] = { CCPAD_DOWN },
[BIND_LEFT] = { CCPAD_LEFT },
[BIND_RIGHT] = { CCPAD_RIGHT },
[BIND_JUMP] = { CCPAD_1 },
[BIND_SET_SPAWN] = { CCPAD_START },
[BIND_CHAT] = { CCPAD_4 },
[BIND_INVENTORY] = { CCPAD_3 },
[BIND_SEND_CHAT] = { CCPAD_START },
[BIND_SPEED] = { CCPAD_2, CCPAD_L },
[BIND_NOCLIP] = { CCPAD_2, CCPAD_3 },
[BIND_FLY] = { CCPAD_2, CCPAD_R },
[BIND_FLY_UP] = { CCPAD_2, CCPAD_UP },
[BIND_FLY_DOWN] = { CCPAD_2, CCPAD_DOWN },
[BIND_PLACE_BLOCK] = { CCPAD_L },
[BIND_DELETE_BLOCK] = { CCPAD_R },
};
static cc_bool circle_main; static cc_bool circle_main;
void Gamepads_Init(void) { void Gamepads_Init(void) {