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In-Game: [Android] Manually using newer SDL community gamepad database breaks D-pad inputs #6143

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offalynne opened this issue Jun 6, 2024 · 4 comments
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runner-bug In-game bugs with the "GameMaker Studio 2" runtimes
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@offalynne
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offalynne commented Jun 6, 2024

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

  1. Add latest community gamecontrollerdb.txt as included file
  2. Observe dpad no longer works for mapped (in-db) devices on Android

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?

  • I have attached my Contact Us Package

Sample Project Added?

  • I have included a small sample project
@offalynne offalynne added the runner-bug In-game bugs with the "GameMaker Studio 2" runtimes label Jun 6, 2024
@YYDan YYDan changed the title Unhandled dpad mapping on Android In-Game: [Android] Manually using newer SDL community gamepad database breaks D-pad inputs Jun 6, 2024
@stuckie stuckie moved this from Triage to Backlog in Team Workload Jun 7, 2024
@rwkay rwkay added this to the 2024.11 milestone Oct 10, 2024
@rwkay rwkay moved this from Backlog to In Progress in Team Workload Oct 10, 2024
@rwkay
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rwkay commented Oct 11, 2024

Fixed in 2024.11

@YYDan
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YYDan commented Dec 12, 2024

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:
testAndroidPadHats.zip

2024.8 I am assuming should work fine for D-pads when the Included File is NOT present
2024.8 I am assuming should break D-pads when the Included File IS present
2024.11 I am assuming should work fine for D-pads regardless of whether the Included File is present or not

I have tried a Switch Pro, a PS5, and a Razer Kishi Ultra.

@YYDan YYDan reopened this Dec 12, 2024
@github-project-automation github-project-automation bot moved this from Ready for QA to Triage in Team Workload Dec 12, 2024
@rwkay
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rwkay commented Dec 12, 2024

This is actually fixed in 2024.13

@YYDan
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YYDan commented Dec 12, 2024

That explains that, then ;)

Ta.

@YYDan YYDan modified the milestones: 2024.11, 2024.13 Dec 12, 2024
@YYDan YYDan moved this from Triage to Done in Team Workload Dec 12, 2024
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Labels
runner-bug In-game bugs with the "GameMaker Studio 2" runtimes
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