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In-Game: [Android] Manually using newer SDL community gamepad database breaks D-pad inputs #6143
Comments
Fixed in 2024.11 |
I can't see any difference between 2024.8.1 and 2024.1100 Beta 11/an internal 2024.11 - however, the original issue is not reproducing for me in 2024.8.1 either, so I need more information on which devices were breaking and (because there's no sample project attached already) how this issue was created. Note that as far as I can see, the manual has no information for the runner supporting including SDL gamepad mappings via Included Files, so I have written that up separately. This is my very simple test project, with the mapping file as an Included File as directed: 2024.8 I am assuming should work fine for D-pads when the Included File is NOT present I have tried a Switch Pro, a PS5, and a Razer Kishi Ultra. |
This is actually fixed in 2024.13 |
That explains that, then ;) Ta. |
Description
Currently GM is reading Android gamepad dpad keymaps into hat values as per PC platforms. SDL hardcodes these to specific buttons (
dpdown:b12,dpleft:b13,dpright:b14,dpup:b11
). In order to remain compatible with the upstream SDL controllerdb, GM needs to match this behaviour.Expected Change
No response
Steps To Reproduce
How reliably can you recreate this issue using your steps above?
Always
Which version of GameMaker are you reporting this issue for?
2024.4.1 (Monthly), 2022.0.2 (LTS), 2024.600 (Betas)
Which platform(s) are you seeing the problem on?
Android
Contact Us Package Attached?
Sample Project Added?
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