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Documentation tweaks for new touch input options + copyright year bump
Change-Id: I280e26ffcf573ffb59310cddb17defed8eaab6d8
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@@ -94,7 +94,7 @@ Game controller options:
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symbol. It may be negative.
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--button-to-touch=...
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Maps a button on your game controller to a point on the simulated touch
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Maps a button on a game controller to a point on the simulated touch
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screen of the device. Pressing the button will behave like touching that
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part of the screen.
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@@ -113,6 +113,46 @@ Game controller options:
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right analog stick (tap/hold by pressing the stick or right shoulder
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button).
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--dpad-to-touch=...
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Maps a D-pad on a game controller to simulated finger movement within a
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region of the simulated touch screen of the device. This is useful for
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games where diagonals are used.
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This is four parts separated by commas: x,y,w,h. The co-ordinates
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are floating-point (decimal) numbers. 0,0 is the top-left corner. The
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bottom-right corner is 320,480 if the app is in portrait, and 480,320
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if the app is in landscape.
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For example, --dpad-to-touch=10,10,50,50 will simulate an 8-directional
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D-pad within a 50x50 pixel region starting at (10,10) on the screen.
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Note that this option takes precedence over any D-pad buttons defined
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with --button-to-touch.
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Except where specified in touchHLE_default_options.txt, this is not used
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by default. There is however a virtual cursor that is controlled by the
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right analog stick (tap/hold by pressing the stick or right shoulder
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button).
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--stick-to-touch=...
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Maps the left analog stick to simulated finger movement within a region
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of the simulated touch screen of the device. This is useful for games
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which use analog movement controls.
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This is four parts separated by commas: x,y,w,h. The co-ordinates
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are floating-point (decimal) numbers. 0,0 is the top-left corner. The
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bottom-right corner is 320,480 if the app is in portrait, and 480,320
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if the app is in landscape.
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For example, --stick-to-touch=10,10,100,100 will map the left analog
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stick to control a touch within a 100x100 pixel region starting at
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(10,10) on the screen.
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Except where specified in touchHLE_default_options.txt, this is not used
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by default. There is however a virtual cursor that is controlled by the
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right analog stick (tap/hold by pressing the stick or right shoulder
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button).
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--stabilize-virtual-cursor=...
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Apply motion smoothing and a sticky radius to the virtual cursor
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(controlled by the right analog stick).
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@@ -134,35 +174,6 @@ Game controller options:
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such that sharp movements take about half a second to complete, while
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movements within a 10px radius will be completely ignored.
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--stick-to-touch=...
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Defines a region on the screen in which a simulated touch slides
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around relative to the left analog stick. This is useful for games
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which use analog movement controls.
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This is four parts separated by commas: x,y,w,h. The co-ordinates
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are floating-point (decimal) numbers. 0,0 is the top-left corner. The
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bottom-right corner is 320,480 if the app is in portrait, and 480,320
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if the app is in landscape.
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For example, --stick-to-touch=10,10,100,100 will map the left analog
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stick to control a touch within a 100x100 pixel region starting at
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(10,10) on the screen.
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--dpad-to-touch=...
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Defines a region on the screen in which a simulated touch mimics an
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8-directional pad. This is useful for games where diagonals are used.
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This is four parts separated by commas: x,y,w,h. The co-ordinates
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are floating-point (decimal) numbers. 0,0 is the top-left corner. The
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bottom-right corner is 320,480 if the app is in portrait, and 480,320
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if the app is in landscape.
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For example, --dpad-to-touch=10,10,50,50 will simulate an 8-directional
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D-pad within a 50x50 pixel region starting at (10,10) on the screen.
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Note that this option takes precedence over any DPad buttons defined
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with `--button-to-touch`.
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Graphics driver options:
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--gles1=...
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Force touchHLE to use a particular OpenGL ES 1.1 implementation.
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@@ -34,8 +34,8 @@ Input methods:
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- For simulated touch input, there are four options:
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- Mouse/trackpad input (tap/hold/drag by pressing the left mouse button)
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- Virtual cursor using a game controller (move the cursor with the right analog stick , and tap/hold/drag by pressing the stick or the right shoulder button)
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- Mapping of game controller buttons (see the description of `--button-to-touch=` in `OPTIONS_HELP.txt`)
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- Virtual cursor using a game controller (move the cursor with the right analog stick, and tap/hold/drag by pressing the stick or the right shoulder button)
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- Mapping of game controller buttons or the left analog stick to specific on-screen locations (see the descriptions of `--button-to-touch=`, `--dpad-to-touch=` and `--stick-to-touch=` in `OPTIONS_HELP.txt`)
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- Real touch input, if you're on a device that has a touch screen
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- For simulated accelerometer input, there are three options:
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- Tilt control simulation using the left analog stick of a game controller
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@@ -118,7 +118,7 @@ See the `CONTRIBUTING.md` file in the git repo if you want to contribute. If you
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# License
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touchHLE © 2023–2025 touchHLE project contributors.
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touchHLE © 2023–2026 touchHLE project contributors.
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The source code of touchHLE itself (not its dependencies) is licensed under the Mozilla Public License, version 2.0.
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@@ -6,7 +6,7 @@
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//! Prints copyright, authorship and license information.
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const MAIN_COPYRIGHT: &str = "
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touchHLE © 2023–2025 touchHLE project contributors.
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touchHLE © 2023–2026 touchHLE project contributors.
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";
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const MAIN_LICENSE: &str = "
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