Show gamepad in OSD when doing button mapping
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39
menu.cpp
39
menu.cpp
@@ -2217,7 +2217,44 @@ void HandleUI(void)
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OsdWrite(3, s, 0, 0);
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OsdWrite(4);
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if (!line_info) OsdWrite(12);
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if (!line_info) {
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if(is_menu_core() && joy_bcount && get_map_button() < DPAD_BUTTON_NAMES)
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{
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p = joy_bnames[get_map_button() - DPAD_NAMES];
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// draw an on-screen gamepad to help with central button mapping
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OsdWrite(10, " \x86 L1\x88 \x86 R1\x88 ");
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if (!strcmp(p, "L")) OsdWriteDelay(10, " \x86 \x1b \x88 \x86 R1\x88 ");
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if (!strcmp(p, "R")) OsdWriteDelay(10, " \x86 L1\x88 \x86 \x1b \x88 ");
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OsdWrite(11, " \x86\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x88");
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OsdWrite(12, " \x83 U X \x83");
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if (!strcmp(p, "UP")) OsdWriteDelay(12, " \x83 \x1b X \x83");
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if (!strcmp(p, "X (Backspace)"))OsdWriteDelay(12, " \x83 U \x1b \x83");
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OsdWrite(13, " \x83 L \x1b R Sel Start Y A \x83");
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if (!strcmp(p, "A (OK/Enter)")) OsdWriteDelay(13, " \x83 L \x1b R Sel Start Y \x1b \x83");
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if (!strcmp(p, "Y")) OsdWriteDelay(13, " \x83 L \x1b R Sel Start \x1b A \x83");
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if (!strcmp(p, "LEFT")) OsdWriteDelay(13, " \x83 \x1b \x1b R Sel Start \x1b A \x83");
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if (!strcmp(p, "RIGHT")) OsdWriteDelay(13, " \x83 L \x1b \x1b Sel Start \x1b A \x83");
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if (!strcmp(p, "Select")) OsdWriteDelay(13, " \x83 L \x1b R \x1b Start Y A \x83");
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if (!strcmp(p, "Start")) OsdWriteDelay(13, " \x83 L \x1b R Sel \x1b Y A \x83");
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OsdWrite(14, " \x83 D \x86\x81\x81\x81\x81\x81\x81\x81\x81\x81\x88 B \x83");
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if (!strcmp(p, "DOWN")) OsdWrite(14, " \x83 \x1b \x86\x81\x81\x81\x81\x81\x81\x81\x81\x81\x88 B \x83");
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if (!strcmp(p, "B (ESC/Back)")) OsdWrite(14, " \x83 D \x86\x81\x81\x81\x81\x81\x81\x81\x81\x81\x88 \x1b \x83");
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OsdWrite(15, " \x8b\x81\x81\x81\x81\x81\x81\x81\x8a \x8b\x81\x81\x81\x81\x81\x81\x81\x8a");
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} else {
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if(is_menu_core()){
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//clear all gamepad gfx
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OsdWrite(10);
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OsdWrite(11);
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OsdWrite(12);
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OsdWrite(13);
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OsdWrite(14);
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OsdWrite(15);
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} else {
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OsdWrite(12);
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}
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}
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}
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if (get_map_vid() || get_map_pid())
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{
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