press_dpad_w = 0, press_dpad_e = 0, press_dpad_n = 0, press_dpad_s = 0,
press_menu = 0, press_back = 0;
+ bool is_ps = 0;
+ if( (vg_input.display_input_type == SDL_CONTROLLER_TYPE_PS3) ||
+ (vg_input.display_input_type == SDL_CONTROLLER_TYPE_PS4) ||
+ (vg_input.display_input_type == SDL_CONTROLLER_TYPE_PS5) )
+ {
+ is_ps = 1;
+ }
+
vg_exec_input_program( k_vg_input_type_button_u8,
(vg_input_op[]){
vg_joy_button, SDL_CONTROLLER_BUTTON_A, vg_end }, &press_a );
{
colorize( 0, 0 );
}
- render_overlay_mesh( press_b? ov_b_down: ov_b );
+
+ if( is_ps ) render_overlay_mesh( press_b? ov_b_down_ps: ov_b_ps );
+ else render_overlay_mesh( press_b? ov_b_down: ov_b );
/* Y / SKATE / WALK / GLIDE */
}
else
colorize( 0, 0 );
- render_overlay_mesh( press_y? ov_y_down: ov_y );
+
+ if( is_ps ) render_overlay_mesh( press_y? ov_y_down_ps: ov_y_ps );
+ else render_overlay_mesh( press_y? ov_y_down: ov_y );
/* X / TREFLIP */
if( subsytem == k_player_subsystem_skate )
}
else
colorize( press_x, 0 );
- render_overlay_mesh( press_x? ov_x_down: ov_x );
+
+ if( is_ps ) render_overlay_mesh( press_x? ov_x_down_ps: ov_x_ps );
+ else render_overlay_mesh( press_x? ov_x_down: ov_x );
/* A / JUMP / SHUVIT */
if( subsytem == k_player_subsystem_skate )
colorize( press_a, !in_air );
render_overlay_mesh( ov_text_a_jump_mid );
}
- render_overlay_mesh( press_a? ov_a_down: ov_a );
+
+ if( is_ps ) render_overlay_mesh( press_a? ov_a_down_ps: ov_a_ps );
+ else render_overlay_mesh( press_a? ov_a_down: ov_a );
/* JUMP CHARGE */
if( subsytem == k_player_subsystem_skate )