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imgui_ctru: Use ConfigNavSwapGamepadButtons
Tells ImGui to swap the roles of A and B buttons instead of swapping the buttons in backend.
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@ -105,8 +105,8 @@ void updateGamepads (ImGuiIO &io_)
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{
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auto const buttonMapping = {
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// clang-format off
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std::make_pair (KEY_A, ImGuiKey_GamepadFaceDown), // A and B are swapped
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std::make_pair (KEY_B, ImGuiKey_GamepadFaceRight), // this is more intuitive
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std::make_pair (KEY_A, ImGuiKey_GamepadFaceRight),
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std::make_pair (KEY_B, ImGuiKey_GamepadFaceDown),
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std::make_pair (KEY_X, ImGuiKey_GamepadFaceUp),
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std::make_pair (KEY_Y, ImGuiKey_GamepadFaceLeft),
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std::make_pair (KEY_L, ImGuiKey_GamepadL1),
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@ -225,6 +225,9 @@ bool imgui::ctru::init ()
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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io.BackendPlatformName = "3DS";
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// enable Nintendo button layout
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io.ConfigNavSwapGamepadButtons = true;
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// disable mouse cursor
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io.MouseDrawCursor = false;
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