fix: consoles & dpad being binded to 2 settings

This commit is contained in:
str1k3r committed 2026-09-29 16:41:13 -04:00
1 parent 02da402490
commit fed6871356
150 files changed
+19314 -431

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@@ -79,30 +79,7 @@ void UIScene_HowToPlayMenu::handleReload()
{
for(unsigned int i = 0; i < eHTPButton_Max; ++i)
{
#ifdef __PS3__
// If it's the blu ray, or the first Japanese digital game, there's no What's New until the first patch, which will take this line out
if(StorageManager.GetBootTypeDisc() || (app.GetProductSKU()==e_sku_SCEJ))
{
if(!(i==eHTPButton_WhatsNew) )
{
m_buttonListHowTo.addItem( app.GetString(m_uiHTPButtonNameA[i]) , i);
}
}
else
#elif defined(__ORBIS__) || defined(_DURANGO) || defined(__PSVITA__)
// No What's New for the first PS4 and Xbox One builds
if(true)
{
if(!(i==eHTPButton_WhatsNew) )
{
m_buttonListHowTo.addItem( app.GetString(m_uiHTPButtonNameA[i]) , i);
}
}
else
#endif
{
m_buttonListHowTo.addItem( app.GetString(m_uiHTPButtonNameA[i]) , i);
}
m_buttonListHowTo.addItem( app.GetString(m_uiHTPButtonNameA[i]) , i);
}
}
@@ -334,7 +334,7 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId)
m_eAction=eAction_RunUnlockOrDLC;
signInReturnedFunc = &UIScene_MainMenu::UnlockFullGame_SignInReturned;
break;
#if defined _XBOX
#if (defined _XBOX || _WINDOWS64)
case eControl_Exit:
if( ProfileManager.IsFullVersion() )
{
@@ -345,9 +345,6 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId)
}
else
{
#ifdef _XBOX_ONE
ui.ShowPlayerDisplayname(true);
#endif
ui.NavigateToScene(primaryPad,eUIScene_TrialExitUpsell);
}
break;
@@ -19,6 +19,11 @@ int UIScene_SettingsMenu::m_iDifficultyTitleSettingA[4]=
IDS_DIFFICULTY_TITLE_HARD
};
#ifndef _WINDOWS64
#define IDS_SLIDER_SENSITIVITY IDS_SLIDER_SENSITIVITY_INGAME
#define IDS_NULL IDS_OFF
#endif
UIScene_SettingsMenu::UIScene_SettingsMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
{
// Setup all the Iggy references we need for this scene