Inputs_FF8PSX.cs 3.2 KB

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  1. using OpenVIII.Encoding.Tags;
  2. using System;
  3. using System.Collections.Generic;
  4. namespace OpenVIII
  5. {
  6. [Serializable]
  7. public class Inputs_FF8PSX : Inputs
  8. {
  9. #region Constructors
  10. public Inputs_FF8PSX() => Data = new Dictionary<List<FF8TextTagKey>, List<InputButton>>
  11. {
  12. { InputActions.EscapeLeft , new List<InputButton>{ new InputButton { GamePadButton = GamePadButtons.L2 } } },
  13. { InputActions.EscapeRight, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.R2 } } },
  14. { InputActions.RotateLeft, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.L1 } } },
  15. { InputActions.RotateRight, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.R1 } } },
  16. { InputActions.Cancel, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Triangle } } },
  17. { InputActions.Menu, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Circle } } },
  18. { InputActions.Confirm, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Cross } } },
  19. { InputActions.Cards, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Square } } },
  20. { InputActions.Select, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Select } } },
  21. { InputActions.Pause, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Start } } },
  22. { InputActions.Up, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Up, Trigger = ButtonTrigger.Press }} },
  23. { InputActions.Down, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Down, Trigger = ButtonTrigger.Press } } },
  24. { InputActions.Left, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Left, Trigger = ButtonTrigger.Press } } },
  25. { InputActions.Right, new List<InputButton>{new InputButton { GamePadButton = GamePadButtons.Right, Trigger = ButtonTrigger.Press } } },
  26. //{ InputActions.ExitMenu, new List<InputButton>{new InputButton { Key = Keys.Escape }} },
  27. { InputActions.Reset, new List<InputButton>{
  28. new InputButton { GamePadButton = GamePadButtons.Start, Combo = new List<InputButton>
  29. {
  30. new InputButton { GamePadButton = GamePadButtons.Select },
  31. new InputButton { GamePadButton = GamePadButtons.L1 },
  32. new InputButton { GamePadButton = GamePadButtons.L2 },
  33. new InputButton { GamePadButton = GamePadButtons.R1 },
  34. new InputButton { GamePadButton = GamePadButtons.R2 }
  35. }
  36. }}},
  37. //{ InputActions.Exit, new List<InputButton>{new InputButton { Key = Keys.Q, Combo = new InputButton { Key = Keys.LeftControl } } } },
  38. };
  39. #endregion Constructors
  40. #region Properties
  41. public override Dictionary<List<FF8TextTagKey>, List<InputButton>> Data
  42. {
  43. get;
  44. protected set;
  45. }
  46. public override bool DrawGamePadButtons => true;
  47. #endregion Properties
  48. }
  49. }