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authorerorcun <erorcunerorcun@hotmail.com.tr>2021-01-22 21:40:28 +0100
committererorcun <erorcunerorcun@hotmail.com.tr>2021-01-23 14:18:19 +0100
commit1b3284042446551f6ff5a2c723957056131f5f31 (patch)
tree7ea98fd4aa5eb80ef24185f4ec3df373ee91f83d /src/skel/win/win.cpp
parentMigrate from old .ini to new .ini (diff)
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Diffstat (limited to 'src/skel/win/win.cpp')
-rw-r--r--src/skel/win/win.cpp14
1 files changed, 12 insertions, 2 deletions
diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp
index 02b3f917..4963450a 100644
--- a/src/skel/win/win.cpp
+++ b/src/skel/win/win.cpp
@@ -2142,12 +2142,18 @@ WinMain(HINSTANCE instance,
ShowWindow(PSGLOBAL(window), cmdShow);
UpdateWindow(PSGLOBAL(window));
- // This part is needed because controller initialisation overwrites loaded settings.
{
CFileMgr::SetDirMyDocuments();
+#ifdef LOAD_INI_SETTINGS
+ // At this point InitDefaultControlConfigJoyPad must have set all bindings to default and ms_padButtonsInited to number of detected buttons.
+ // We will load stored bindings below, but let's cache ms_padButtonsInited before LoadINIControllerSettings and LoadSettings clears it,
+ // so we can add new joy bindings **on top of** stored bindings.
+ int connectedPadButtons = ControlsManager.ms_padButtonsInited;
+#endif
+
int32 gta3set = CFileMgr::OpenFile("gta_vc.set", "r");
-
+
if ( gta3set )
{
ControlsManager.LoadSettings(gta3set);
@@ -2158,6 +2164,10 @@ WinMain(HINSTANCE instance,
#ifdef LOAD_INI_SETTINGS
LoadINIControllerSettings();
+ if (connectedPadButtons != 0) {
+ ControlsManager.InitDefaultControlConfigJoyPad(connectedPadButtons);
+ SaveINIControllerSettings();
+ }
#endif
}