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Input Abstractions` #433
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Ok. will see about a making a quick pass on this for review - though it might be a bit of time. |
Looking forward to it |
I don't know if the steam controller API is necessary, but I absolutely agree that action-based input config is superior to button remapping. Godot (the engine I am using for my current game) uses action-based inputs and not only is it more intuitive to players, it's proven much easier to manage from the developer perspective as well. |
Did anyone do any work on this? I have changed jobs twice; and am now doing more (read: only) management than programming and am way out of the loop. |
I came across a very interesting article about the abstractions in the steam controller libraries:
http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php
I think it would be interesting to see if we could incorporate some of the ideas.
I find this the cleanest abstraction I've ever seen in a control system. It also makes me happy because it seems to be a form of clean architecture, which I love: https://8thlight.com/blog/uncle-bob/2012/08/13/the-clean-architecture.html
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