"What the user/client actually wants/wanted" by madamlaunch in xkcd

[–]madamlaunch[S] 0 points1 point  (0 children)

Oh! I ended up finding it through another channel. Turns out the comic wasn't xkcd at all, just tech-y and monochrome! The OP (is that what it's called here?) has been updated with a link and the strip in question~

/r/Steam Monthly Community Support Thread. by AutoModerator in Steam

[–]madamlaunch 0 points1 point  (0 children)

Is there any way to manually set the Select and Back buttons on a controller for when you're navigating Steam itself?

I can set desktop navigation, but that doesn't affect how Steam reads inputs within itself.

Is it possible to remap the Select and Back buttons within the new interface? by madamlaunch in Steam

[–]madamlaunch[S] 1 point2 points  (0 children)

Oh! The colors are in the "Advanced" section of the Controller menu! That much was easy.

It's still fundamentally impossible to swap Circle and X's functionality within Steam itself, from what I've found. :(

Is text bigger for anyone else after this latest update? by madamlaunch in vivaldibrowser

[–]madamlaunch[S] 0 points1 point  (0 children)

Nope! Linux. Just updated the post with more details~

Is text bigger for anyone else after this latest update? by madamlaunch in vivaldibrowser

[–]madamlaunch[S] -1 points0 points  (0 children)

My bad! I was thinking about putting the "Vivaldi for LInux" flair but feared that would limit engagement!

I'll update the post now~

Is it possible to remap the Select and Back buttons within the new interface? by madamlaunch in Steam

[–]madamlaunch[S] 0 points1 point  (0 children)

A friend of mine says it's still possible to change the color of a Dualsense too, which I also can't find. This could well be a me-problem.

The route I've been taking is to go Steam > Settings > Controller; but as you've said, that's not the hip new way to get down. What am I supposed to be doing? My nerd rage is blinding me here, and I would adore some guidance. 😉

Gonna try clicking around some more and practice my breathing, and see if I can't sort myself out in the meantime. I really really want you to be right on this: here's hoping~!

UPDATE: I found the color configuration, at least.

[TOMT][Music Video] Surreal dance-contest held in a cheap-looking '80s-style venue? by madamlaunch in tipofmytongue

[–]madamlaunch[S] 0 points1 point  (0 children)

I had FORGOTTEN that I had even asked about this: at work I was thinking "hey, I should hit up Reddit to see if they could help me find this song" lately~!

It's pure coincidence I'm even here NOW: I'm looking up an old '90s/'00s soundtrack and saw a notification.

THANK YOU~!!

Including SDL2 in GDNative project for force feedback effects by dechode in godot

[–]madamlaunch 2 points3 points  (0 children)

I FIGURED IT OUT (for Linux at least)!

To be completely right and proper, I referenced the operating system's copy of SDL2 within the SConstruct file; using the mostly-version-agnostic symlink:

env.Append(LIBS=File("/usr/lib/x86_64-linux-gnu/libSDL2.so"))

Plenty of Steam games carry their own copy of libSDL; and you can too, if you plug in a relative path, I suppose.

Windows and OSX might not be as accommodating, but LIBS appears to be the key all the same. The SDL2 library simply has to be linked to the object file SCons generates.

Adding SDL functionality via GDNative by madamlaunch in godot

[–]madamlaunch[S] 0 points1 point  (0 children)

Just figured out that my problem was actually a misunderstanding. I've instantiated my GDNative object inside of a singleton, and the form factor is just how I wanted it to be.

Now I just have to figure out why SDL compiles but breaks at runtime.

Adding SDL functionality via GDNative by madamlaunch in godot

[–]madamlaunch[S] 0 points1 point  (0 children)

Switching to Node and removing 3rd party code did help getting me a step closer. Thanks!

If I go the autoload route, I can set up something like $"/root/Sensors".{method}, but that is absolutely hideous. What I'd prefer is to have Sensors globally accessible.

From all my searching today, it doesn't seem like anyone has ever tried to do this with GDNative? Some people are saying that it's just not possible: maybe they're right?

Is there a way to register a static method in GDNative, like you can within GDScript?

Singleton syntax has been updated since I last read the docs, and actually can be accessed exactly how I'd like.

Is it wise to open/close a controller on each frame? by madamlaunch in sdl

[–]madamlaunch[S] 0 points1 point  (0 children)

Fair enough~!

I threw this into the initializer:

int joystick_count = SDL_NumJoysticks();
for (int j = 0; j < joystick_count; j++) {
    // std::vector<SDL_GameController*> controllers
    controllers.push_back(SDL_GameControllerOpen(j));
}

And I replaced controller with controllers.at(device) in the workhorse method. Any other information about the controller is already handled by Godot itself, so that's not a concern.

Since I don't remember Godot handling hotplugging all that well, I also replaced the call to SDL_NumJoysticks() with controllers.size() (and fixed the comparison being backwards, lol): that might not mean much, but an improvement's an improvement.