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Add simulated input lag option and a blurb about the bindings window #934

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39 changes: 31 additions & 8 deletions mm/2s2h/BenGui/SearchableMenuItems.h
Original file line number Diff line number Diff line change
Expand Up @@ -725,13 +725,36 @@ void AddSettings() {
WIDGET_CVAR_COMBOBOX,
{ .comboBoxOptions = textureFilteringMap } } } } });
// Input Editor
settingsSidebar.push_back({ "Input Editor",
1,
{ { { "Popout Input Editor",
"gWindows.BenInputEditor",
"Enables the separate Input Editor window.",
WIDGET_WINDOW_BUTTON,
{ .size = UIWidgets::Sizes::Inline, .windowName = "2S2H Input Editor" } } } } });
settingsSidebar.push_back(
{ "Controls",
1,
{ { {
"Simulated Input Lag: %d frames",
CVAR_SIMULATED_INPUT_LAG,
"Buffers your inputs to be executed a specified amount of frames later",
WIDGET_CVAR_SLIDER_INT,
{ 0, 6, 0 },
},
{ .widgetName =
"This interface can be a little daunting. Please bear with us as we work to improve the experience "
"and address some known issues.\n"
"\n"
"At first glance, you may notice several input devices displayed below the 'Clear All' button. "
"Some of these might be other controllers connected to your computer, while others may be "
"duplicated controllers (a known issue). We recommend clicking on the box with the " ICON_FA_EYE
" icon and the name of any disconnected or unused controllers to hide their inputs. Make sure the "
"target controller remains visible.\n"
"\n"
"If you encounter issues connecting your controller or registering inputs, try closing Steam or "
"any other external input software. Alternatively, test a different controller to determine if "
"it's a compatibility issue.\n",
.widgetType = WIDGET_TEXT },
{ .widgetName = "Bindings", .widgetType = WIDGET_SEPARATOR_TEXT },
{ "Popout Bindings Window",
"gWindows.BenInputEditor",
"Enables the separate Input Editor window.",
WIDGET_WINDOW_BUTTON,
{ .size = UIWidgets::Sizes::Inline, .windowName = "2S2H Input Editor" } } } } });

settingsSidebar.push_back(
{ "Notifications",
Expand Down Expand Up @@ -1823,7 +1846,7 @@ void SearchMenuGetItem(widgetInfo& widget) {
break;
case WIDGET_TEXT:
ImGui::AlignTextToFramePadding();
ImGui::Text(widget.widgetName.c_str());
ImGui::TextWrapped(widget.widgetName.c_str());
break;
case WIDGET_COMBOBOX: {
int32_t* pointer = std::get<int32_t*>(widget.widgetOptions.valuePointer);
Expand Down
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