Allow keyboard to Logical device "Button" mapping#794
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It would be useful to describe what this is actually meant to do. From what I can tell it's two things, fix a but and then add new functinoality. The bug is fixed somewhat correctly from a quick glance. The new functionality I don't see much purpose for as that can already be achieved via macros. Gremlin is strict with only letting devices control aspects that fit their physical behavior. Everything that is not a native / singular correct behavior shouldn't be a default. |
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Keyboard presses have no native keyboard-type input on LogicalDevice; map them onto a logical button instead, both on initial creation and when the input behavior changes. Also apply the same remapping in the logical input target selector, which previously let a keyboard-bound input pick an axis it can never actually drive. That selector's validTypes property was also missing a getter, so the type filter never reached the model and every input type was shown regardless of the source behavior.
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From what I can tell the bug fix fixes and issue but not in the right way, it re-invents what already exists while the second bit in device.py entirely misunderstand what goes on in that part of the code. |
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ok this was the firat and last time i try a vibe coded PR ;) |
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Wasn't really wasted as you pointed me to a bug, the fix was just a bit different due to non-obvious usages of what behavior etc. mean to Gremlin and its ui. |
Yea its a pure Vibe coded addition but it appeared relatively clean to me so i thought i open the PR...
If this makes sense or not depends on the usecase, mine is to reproduce issues of users using gremlin and vjoy in my own game - i don't have the same device the user has but using this functionality, i was able to reproduce their problem.