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UC: add configs
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xan1242 committed May 1, 2022
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230 changes: 230 additions & 0 deletions Config-UC/EventReference.txt
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Below is a reference of available buttons for assignment (following standard XInput/Virtual-Key definitions, but slightly extended)
You absolutely *must* assign them with strings and not in any other way (e.g. decimal/hex numbers).

For each event you may assign only 1 button.

Inline comments are NOT allowed in the configuration file for string reads! So this includes all button assignments!

=== BASICS ===

Format is as follows:

[Events]
EVENT = BUTTON_NAME
...

[EventsKB]
EVENT = KEYBOARD_KEY_NAME
...

=== XINPUT ===

It should be pretty self-explanatory.
List of available buttons:

XINPUT_GAMEPAD_DPAD_UP
XINPUT_GAMEPAD_DPAD_DOWN
XINPUT_GAMEPAD_DPAD_LEFT
XINPUT_GAMEPAD_DPAD_RIGHT
XINPUT_GAMEPAD_START
XINPUT_GAMEPAD_BACK
XINPUT_GAMEPAD_LEFT_THUMB
XINPUT_GAMEPAD_RIGHT_THUMB
XINPUT_GAMEPAD_LEFT_SHOULDER
XINPUT_GAMEPAD_RIGHT_SHOULDER
XINPUT_GAMEPAD_A
XINPUT_GAMEPAD_B
XINPUT_GAMEPAD_X
XINPUT_GAMEPAD_Y
XINPUT_GAMEPAD_LT
XINPUT_GAMEPAD_RT
XINPUT_GAMEPAD_LS_X
XINPUT_GAMEPAD_LS_Y
XINPUT_GAMEPAD_RS_X
XINPUT_GAMEPAD_RS_Y
XINPUT_GAMEPAD_LS_UP
XINPUT_GAMEPAD_LS_DOWN
XINPUT_GAMEPAD_LS_LEFT
XINPUT_GAMEPAD_LS_RIGHT
XINPUT_GAMEPAD_RS_UP
XINPUT_GAMEPAD_RS_DOWN
XINPUT_GAMEPAD_RS_LEFT
XINPUT_GAMEPAD_RS_RIGHT

=== KEYBOARD ===

Keyboard assignments should follow the Virtual-Key Code definitions (you can find them here: https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)
Type their definition names in directly (e.g. if you want to assign the Return key, just use VK_RETURN directly in the config file)
For single letter assignments, type the letter in as-is (e.g. if you want to assign the 'G' key, just use G)

=== Event list ===

Below is a full list of available events in the game which you may assign.
They trigger at various points in the game (whenever their handlers are generated), but not all of them actually work.
Reminder that some events are assigned only to the SECOND controller, such as debug camera actions.

NULL_ACTION
GAMEACTION_STEERLEFT
GAMEACTION_STEERRIGHT
GAMEACTION_OVERSTEER
GAMEACTION_OVERSTEERLEFT
GAMEACTION_OVERSTEERRIGHT
GAMEACTION_TURNLEFT
GAMEACTION_TURNRIGHT
GAMEACTION_GAS
GAMEACTION_GAS_SLOTCAR
GAMEACTION_BRAKE
GAMEACTION_HANDBRAKE
GAMEACTION_GAMEBREAKER
GAMEACTION_SHIFTUP
GAMEACTION_SHIFTDOWN
GAMEACTION_SHIFTFIRST
GAMEACTION_SHIFTSECOND
GAMEACTION_SHIFTTHIRD
GAMEACTION_SHIFTFOURTH
GAMEACTION_SHIFTFIFTH
GAMEACTION_SHIFTSIXTH
GAMEACTION_SHIFTNEUTRAL
GAMEACTION_SHIFTREVERSE
GAMEACTION_NOS
GAMEACTION_RESET
GAMEACTION_HYDRAULICALL
GAMEACTION_HYDRAULICFRONT
GAMEACTION_HYDRAULICLEFT
GAMEACTION_HYDRAULICREAR
GAMEACTION_HYDRAULICRIGHT
GAMEACTION_CREWAGGRESSIVE
GAMEACTION_CREWDEFENSIVE
GAMEACTION_CREWDEFAULT
GAMEACTION_CREWSPEED
GAMEACTION_FORWARD
GAMEACTION_BACK
GAMEACTION_JUMP
GAMEACTION_DEBUGHUMAN1
GAMEACTION_DEBUGHUMAN2
GAMEACTION_DEBUGHUMAN3
GAMEACTION_DEBUGHUMAN4
GAMEACTION_CLUTCH
GAMEACTION_CLUTCH_KICK
CAMERAACTION_CHANGE
CAMERAACTION_DEBUG
CAMERAACTION_ENABLE_ICE
CAMERAACTION_LOOKBACK
CAMERAACTION_PULLBACK
CAMERAACTION_ROT_LEFT
CAMERAACTION_ROT_RIGHT
CAMERAACTION_360
FRONTENDACTION_UP
FRONTENDACTION_DOWN
FRONTENDACTION_LEFT
FRONTENDACTION_RIGHT

The following 4 actions are exclusive to gamepad input (they're not real action IDs):
FRONTENDACTION_UP_ALT
FRONTENDACTION_DOWN_ALT
FRONTENDACTION_LEFT_ALT
FRONTENDACTION_RIGHT_ALT

FRONTENDACTION_RUP
FRONTENDACTION_RDOWN
FRONTENDACTION_RLEFT
FRONTENDACTION_RRIGHT
FRONTENDACTION_ACCEPT
FRONTENDACTION_CANCEL
FRONTENDACTION_CANCEL_ALT
FRONTENDACTION_START
FRONTENDACTION_BUTTON0
FRONTENDACTION_BUTTON1
FRONTENDACTION_BUTTON2
FRONTENDACTION_BUTTON3
FRONTENDACTION_BUTTON4
FRONTENDACTION_BUTTON5
FRONTENDACTION_LTRIGGER
FRONTENDACTION_RTRIGGER
HUDACTION_PAUSEREQUEST
HUDACTION_MESSENGER
HUDACTION_RACE_NOW
HUDACTION_ENGAGE_EVENT
HUDACTION_PAD_LEFT
HUDACTION_PAD_DOWN
HUDACTION_PAD_RIGHT
HUDACTION_SKIPNIS
HUDACTION_NEXTSONG
HUDACTION_VOIPACTIVATION
HUDACTION_VOIPDEACTIVATION
HUDACTION_TOGGLE_LEADERBOARD
HUDACTION_TOGGLE_MINIMAP
HUDACTION_TOGGLE_BESTLINE
HUDACTION_TOGGLE_ARROWS
VOIPACTION_PUSHTOTALK
DEBUGACTION_MOVE_UP
DEBUGACTION_MOVE_DOWN
DEBUGACTION_MOVE_LEFT
DEBUGACTION_MOVE_RIGHT
DEBUGACTION_MOVE_FORWARD
DEBUGACTION_MOVE_BACK
DEBUGACTION_MOVE_D_LEFT
DEBUGACTION_MOVE_D_RIGHT
DEBUGACTION_MOVE_D_FORWARD
DEBUGACTION_MOVE_D_BACK
DEBUGACTION_LOOK_UP
DEBUGACTION_LOOK_DOWN
DEBUGACTION_LOOK_LEFT
DEBUGACTION_LOOK_RIGHT
DEBUGACTION_LOOK_D_UP
DEBUGACTION_LOOK_D_DOWN
DEBUGACTION_LOOK_D_LEFT
DEBUGACTION_LOOK_D_RIGHT
DEBUGACTION_TURBO
DEBUGACTION_SUPER_TURBO
DEBUGACTION_DROPCAR
DEBUGACTION_TOGGLEAI
DEBUGACTION_TOGGLESIMSTEP
DEBUGACTION_SIMSTEP
DEBUGACTION_SCREENSHOT
DEBUGACTION_STOPRECORDPATH
DEBUGACTION_TOGGLECARCOLOUR
DEBUGACTION_TOGGLEDEMOCAMERAS
DEBUGACTION_ITERCAMERATARGET
ICE_ACTION_START
ICE_ACTION_SELECT
ICE_ACTION_SOUTH
ICE_ACTION_SOUTH_PRESS
ICE_ACTION_NORTH
ICE_ACTION_NORTH_PRESS
ICE_ACTION_WEST
ICE_ACTION_WEST_PRESS
ICE_ACTION_EAST
ICE_ACTION_EAST_PRESS
ICE_ACTION_DOWN
ICE_ACTION_DOWN_PRESS
ICE_ACTION_UP
ICE_ACTION_UP_PRESS
ICE_ACTION_LEFT
ICE_ACTION_LEFT_PRESS
ICE_ACTION_RIGHT
ICE_ACTION_RIGHT_PRESS
ICE_ACTION_L1
ICE_ACTION_L1_PRESS
ICE_ACTION_R1
ICE_ACTION_R1_PRESS
ICE_ACTION_L2
ICE_ACTION_L2_PRESS
ICE_ACTION_R2
ICE_ACTION_R2_PRESS
ICE_ACTION_L3
ICE_ACTION_L3_PRESS
ICE_ACTION_R3
ICE_ACTION_R3_RELEASE
ICE_ACTION_LEFTSTICK_LEFT
ICE_ACTION_LEFTSTICK_RIGHT
ICE_ACTION_LEFTSTICK_DOWN
ICE_ACTION_LEFTSTICK_UP
ICE_ACTION_RIGHTSTICK_LEFT
ICE_ACTION_RIGHTSTICK_RIGHT
ICE_ACTION_RIGHTSTICK_DOWN
ICE_ACTION_RIGHTSTICK_UP
ACTION_EXITAPPLICATION
ACTION_PLUGGED
ACTION_UNPLUGGED
ACTION_FLUSH
135 changes: 135 additions & 0 deletions Config-UC/NFS_XtendedInput.ini
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[Input]
KeyboardReadingMode = 0 // 0 = async unbuffered, 1 = buffered
DeadzonePercentLS = 0.24 // set the percentage of deadzone for each stick here (default 24% = 0.24)
DeadzonePercentRS = 0.24
DeadzonePercentLS_P2 = 0.24
DeadzonePercentRS_P2 = 0.24
DeadzonePercent_Shifting = 0.75 // deadzone for shifting digital activation
DeadzonePercent_AnalogStickDigital = 0.50 // deadzone for analog sticks digital activation
DeadzonePercent_AnalogTriggerDigital = 0.12 // same for triggers

[Events]
FRONTENDACTION_UP = XINPUT_GAMEPAD_DPAD_UP
FRONTENDACTION_DOWN = XINPUT_GAMEPAD_DPAD_DOWN
FRONTENDACTION_LEFT = XINPUT_GAMEPAD_DPAD_LEFT
FRONTENDACTION_RIGHT = XINPUT_GAMEPAD_DPAD_RIGHT
FRONTENDACTION_UP_ALT = XINPUT_GAMEPAD_LS_UP
FRONTENDACTION_DOWN_ALT = XINPUT_GAMEPAD_LS_DOWN
FRONTENDACTION_LEFT_ALT = XINPUT_GAMEPAD_LS_LEFT
FRONTENDACTION_RIGHT_ALT = XINPUT_GAMEPAD_LS_RIGHT
FRONTENDACTION_ACCEPT = XINPUT_GAMEPAD_A
FRONTENDACTION_CANCEL = XINPUT_GAMEPAD_B
FRONTENDACTION_RUP = XINPUT_GAMEPAD_RS_UP
FRONTENDACTION_RDOWN = XINPUT_GAMEPAD_RS_DOWN
FRONTENDACTION_RLEFT = XINPUT_GAMEPAD_RS_LEFT
FRONTENDACTION_RRIGHT = XINPUT_GAMEPAD_RS_RIGHT
FRONTENDACTION_BUTTON0 = XINPUT_GAMEPAD_LEFT_SHOULDER
FRONTENDACTION_BUTTON1 = XINPUT_GAMEPAD_RIGHT_SHOULDER
FRONTENDACTION_BUTTON2 = XINPUT_GAMEPAD_LEFT_THUMB
FRONTENDACTION_BUTTON3 = XINPUT_GAMEPAD_RIGHT_THUMB
FRONTENDACTION_BUTTON4 = XINPUT_GAMEPAD_X
FRONTENDACTION_BUTTON5 = XINPUT_GAMEPAD_Y
FRONTENDACTION_LTRIGGER = XINPUT_GAMEPAD_LT
FRONTENDACTION_RTRIGGER = XINPUT_GAMEPAD_RT
FRONTENDACTION_START = XINPUT_GAMEPAD_START
// In-Game controls
GAMEACTION_GAS = XINPUT_GAMEPAD_RT
GAMEACTION_BRAKE = XINPUT_GAMEPAD_LT
GAMEACTION_STEERLEFT = XINPUT_GAMEPAD_LS_LEFT
GAMEACTION_STEERRIGHT = XINPUT_GAMEPAD_LS_RIGHT
GAMEACTION_TURNLEFT = XINPUT_GAMEPAD_LS_LEFT
GAMEACTION_TURNRIGHT = XINPUT_GAMEPAD_LS_RIGHT
GAMEACTION_HANDBRAKE = XINPUT_GAMEPAD_A
GAMEACTION_NOS = XINPUT_GAMEPAD_B
GAMEACTION_GAMEBREAKER = XINPUT_GAMEPAD_X
GAMEACTION_SHIFTUP = XINPUT_GAMEPAD_RS_UP
GAMEACTION_SHIFTDOWN = XINPUT_GAMEPAD_RS_DOWN
GAMEACTION_RESET = XINPUT_GAMEPAD_BACK
HUDACTION_PAUSEREQUEST = XINPUT_GAMEPAD_START
HUDACTION_PAD_LEFT = XINPUT_GAMEPAD_DPAD_UP
HUDACTION_ENGAGE_EVENT = XINPUT_GAMEPAD_DPAD_LEFT
HUDACTION_RACE_NOW = XINPUT_GAMEPAD_DPAD_DOWN
HUDACTION_PAD_RIGHT = XINPUT_GAMEPAD_DPAD_RIGHT
HUDACTION_SKIPNIS = XINPUT_GAMEPAD_A
HUDACTION_MESSENGER = XINPUT_GAMEPAD_RIGHT_THUMB
CAMERAACTION_CHANGE = XINPUT_GAMEPAD_RIGHT_SHOULDER
CAMERAACTION_LOOKBACK = XINPUT_GAMEPAD_LEFT_SHOULDER
// Debug camera
CAMERAACTION_DEBUG = XINPUT_GAMEPAD_BACK
DEBUGACTION_DROPCAR = XINPUT_GAMEPAD_START
DEBUGACTION_MOVE_FORWARD = XINPUT_GAMEPAD_LS_UP
DEBUGACTION_MOVE_BACK = XINPUT_GAMEPAD_LS_DOWN
DEBUGACTION_MOVE_LEFT = XINPUT_GAMEPAD_LS_LEFT
DEBUGACTION_MOVE_RIGHT = XINPUT_GAMEPAD_LS_RIGHT
DEBUGACTION_MOVE_UP = XINPUT_GAMEPAD_RIGHT_SHOULDER
DEBUGACTION_MOVE_DOWN = XINPUT_GAMEPAD_LEFT_SHOULDER
DEBUGACTION_LOOK_UP = XINPUT_GAMEPAD_RS_DOWN
DEBUGACTION_LOOK_DOWN = XINPUT_GAMEPAD_RS_UP
DEBUGACTION_LOOK_LEFT = XINPUT_GAMEPAD_RS_LEFT
DEBUGACTION_LOOK_RIGHT = XINPUT_GAMEPAD_RS_RIGHT
DEBUGACTION_TURBO = XINPUT_GAMEPAD_LT
DEBUGACTION_SUPER_TURBO = XINPUT_GAMEPAD_RT
DEBUGACTION_LOOK_D_UP = XINPUT_GAMEPAD_DPAD_UP
DEBUGACTION_LOOK_D_DOWN = XINPUT_GAMEPAD_DPAD_DOWN
DEBUGACTION_LOOK_D_LEFT = XINPUT_GAMEPAD_DPAD_LEFT
DEBUGACTION_LOOK_D_RIGHT = XINPUT_GAMEPAD_DPAD_RIGHT
DEBUGACTION_MOVE_D_FORWARD = XINPUT_GAMEPAD_Y
DEBUGACTION_MOVE_D_BACK = XINPUT_GAMEPAD_A
DEBUGACTION_MOVE_D_LEFT = XINPUT_GAMEPAD_X
DEBUGACTION_MOVE_D_RIGHT = XINPUT_GAMEPAD_B
[EventsKB]
FRONTENDACTION_UP = VK_UP
FRONTENDACTION_DOWN = VK_DOWN
FRONTENDACTION_LEFT = VK_LEFT
FRONTENDACTION_RIGHT = VK_RIGHT
FRONTENDACTION_ACCEPT = VK_RETURN
FRONTENDACTION_CANCEL = VK_ESCAPE
FRONTENDACTION_RUP = W
FRONTENDACTION_RDOWN = S
FRONTENDACTION_RLEFT = A
FRONTENDACTION_RRIGHT = D
FRONTENDACTION_BUTTON0 = 3
FRONTENDACTION_BUTTON1 = 4
FRONTENDACTION_BUTTON2 = T
FRONTENDACTION_BUTTON3 = R
FRONTENDACTION_BUTTON4 = 2
FRONTENDACTION_BUTTON5 = 1
FRONTENDACTION_LTRIGGER = 9
FRONTENDACTION_RTRIGGER = 0
FRONTENDACTION_START = VK_SPACE
// In-Game controls
GAMEACTION_GAS = VK_UP
GAMEACTION_BRAKE = VK_DOWN
GAMEACTION_STEERLEFT = VK_LEFT
GAMEACTION_STEERRIGHT = VK_RIGHT
GAMEACTION_TURNLEFT = VK_LEFT
GAMEACTION_TURNRIGHT = VK_RIGHT
GAMEACTION_HANDBRAKE = VK_SPACE
GAMEACTION_NOS = VK_MENU
GAMEACTION_GAMEBREAKER = X
GAMEACTION_SHIFTUP = VK_LSHIFT
GAMEACTION_SHIFTDOWN = VK_LCONTROL
GAMEACTION_RESET = R
HUDACTION_PAUSEREQUEST = VK_ESCAPE
HUDACTION_PAD_LEFT = M
HUDACTION_RACE_NOW = VK_TAB
HUDACTION_PAD_DOWN = B
HUDACTION_SKIPNIS = VK_RETURN
CAMERAACTION_CHANGE = C
CAMERAACTION_LOOKBACK = L
CAMERAACTION_PULLBACK = P
// Debug camera
CAMERAACTION_DEBUG = VK_SUBTRACT
DEBUGACTION_DROPCAR = 5
DEBUGACTION_MOVE_FORWARD = W
DEBUGACTION_MOVE_BACK = S
DEBUGACTION_MOVE_LEFT = A
DEBUGACTION_MOVE_RIGHT = D
DEBUGACTION_MOVE_UP = VK_SPACE
DEBUGACTION_MOVE_DOWN = VK_LCONTROL
DEBUGACTION_LOOK_UP = K
DEBUGACTION_LOOK_DOWN = I
DEBUGACTION_LOOK_LEFT = J
DEBUGACTION_LOOK_RIGHT = L
DEBUGACTION_TURBO = VK_LSHIFT
DEBUGACTION_SUPER_TURBO = F
2 changes: 2 additions & 0 deletions NFS_XtendedInput.vcxproj
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Expand Up @@ -334,12 +334,14 @@
<None Include="Config-Carbon\NFS_XtendedInput.ini" />
<None Include="Config-MW\NFS_XtendedInput.ini" />
<None Include="Config-ProStreet\NFS_XtendedInput.ini" />
<None Include="Config-UC\NFS_XtendedInput.ini" />
<None Include="README.md" />
</ItemGroup>
<ItemGroup>
<Text Include="Config-Carbon\EventReference.txt" />
<Text Include="Config-MW\EventReference.txt" />
<Text Include="Config-ProStreet\EventReference.txt" />
<Text Include="Config-UC\EventReference.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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