v1.4.0 : December release - Id of anyGamepad & anyInput
features:
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anyGamepad and anyInput will now pretend to be the current pressed gamepad/input.
For instance, if you pressed a button on gamepad 2, hinput.anyGamepad.index will return 2. This works with many other properties, such as name, fullName and gamepad. To access the true values of these properties add "internal" in front of their name e.g. internalIndex, internalFullName.. -
Global anyInput
Calling hinput.anyInput will now return a virtual button that is considered pressed if anything is pressed. This is similar to hinput.anyGamepad.anyInput. -
Uninstall hinput
It is now possible to uninstall hinput the same way you install it (tools > hinput > uninstall hinput). This will clear all hinput entries from your inputManager, but hinput files will remain.
fixes:
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Buttons and triggers won't be considered justReleased on the first frame anymore.
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Un-invert D-Pads on Mac
This fixes an exotic bug introduced in v1.3.0 that caused up/down and left/right directions of the D-Pad to be inverted, exclusively on Mac. -
Support for opposite directions on D-Pads
I don't know how you would do that, but pressing up now cancels pressing down on a D-Pad, and vice-versa.