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different dpad icons for switch
skillsheet does not crash on switch anymore Signed-off-by: SheridanR <[email protected]>
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2 files changed

+10
-4
lines changed

2 files changed

+10
-4
lines changed

src/input.cpp

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -490,10 +490,10 @@ std::string Input::getGlyphPathForInput(const char* input, bool pressed, Control
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{"StickRightY+", {"Stick_Switch_R_Down_00.png", "Stick_Switch_R_Down_Pressed_00.png"}},
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{"LeftTrigger", {"G_Switch_ZL00.png", "G_Switch_ZL_Press00.png"}},
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{"RightTrigger", {"G_Switch_ZR00.png", "G_Switch_ZR_Press00.png"}},
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{"DpadX-", {"G_Direct_Left_Press00.png", "G_Direct_00.png"}},
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{"DpadX+", {"G_Direct_Right_Press00.png", "G_Direct_00.png"}},
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{"DpadY-", {"G_Direct_Up_Press00.png", "G_Direct_00.png"}},
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{"DpadY+", {"G_Direct_Down_Press00.png", "G_Direct_00.png"}},
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{"DpadX-", {"G_Switch_Direct_Left_Press00.png", "G_Switch_Direct_00.png"}},
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{"DpadX+", {"G_Switch_Direct_Right_Press00.png", "G_Switch_Direct_00.png"}},
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{"DpadY-", {"G_Switch_Direct_Up_Press00.png", "G_Switch_Direct_00.png"}},
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{"DpadY+", {"G_Switch_Direct_Down_Press00.png", "G_Switch_Direct_00.png"}},
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};
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// look for glyph in table

src/ui/GameUI.cpp

Lines changed: 6 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -32422,7 +32422,13 @@ void sliderSkillsheetUpdateSelectorOnHighlight(const int player, Slider* slider)
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}
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}
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#ifdef NINTENDO
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// this causes nintendo to crash unless it is false!!
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static ConsoleVariable<bool> cvar_skillsheet_optimise("/skillsheet_optimise", false);
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#else
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static ConsoleVariable<bool> cvar_skillsheet_optimise("/skillsheet_optimise", true);
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#endif
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void Player::SkillSheet_t::processSkillSheet()
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{
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//DebugTimers.addTimePoint("skill 1", "start");

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