mirror of
https://github.com/cemu-project/DS4Windows.git
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93936cf311
Revised shift modifier: each button/control has their own independent shift trigger instead of one universal one Select an action window: this window now highlights what said control is currently set to. Removed unused images, making the exe a meg smaller Completely revised how the code for custom mapping works Updated all translations, added partial Dutch/Nederlands Support
185 lines
8.3 KiB
XML
185 lines
8.3 KiB
XML
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<root>
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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<value>103, 13</value>
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</data>
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<data name="lLChangelog.Text" xml:space="preserve">
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<value>Registro de cambios</value>
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</data>
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<data name="linkDonate.Location" type="System.Drawing.Point, System.Drawing">
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<value>479, 5</value>
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</data>
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<data name="linkDonate.Size" type="System.Drawing.Size, System.Drawing">
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<value>88, 13</value>
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</data>
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<data name="linkDonate.Text" xml:space="preserve">
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<value>Donar via Paypal</value>
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</data>
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<data name="lbHotkeys.Size" type="System.Drawing.Size, System.Drawing">
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<value>540, 458</value>
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</data>
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<data name="lbHotkeys.Text" xml:space="preserve">
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<value>Ocultar Controlador DS4: Hides the DS4's regular input (Dinput) from other programs, check if you are getting double input in games or R2 pauses games
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Click left side of touchpad: Left Touch
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Click right side of touchpad: Right Touch
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Click touchpad with 2 fingers: Multitouch
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Click upper part of touchpad: Upper Touch
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PS + Options o mantener PS por 10 segundos: Desconectar Controlador (Solo Bluetooth)
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Tocar Touchpad + PS: Turn off touchpad movement (clicking still works)
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Pad click on lower right: Right click (Best used when right side is used as a mouse button)
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Two fingers up/down on touchpad*: Scroll Up/Down
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Tap then hold touchpad*: Left mouse drag
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2 finger touchpad swipe left or right: Cycle through profiles
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Shift Modifer: Hold an action to use another set of controls
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When mapping keyboard and mouse:
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Toggle: The key will remain in a ""held down"" state until pressed again
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Macro: Assign multiple keys to one input
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Scan Code: Keys are interpreted differently. May be needed for certain games
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*If enabled</value>
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</data>
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<data name="tPHotkeys.Size" type="System.Drawing.Size, System.Drawing">
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<value>563, 386</value>
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</data>
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<data name="tPCredits.Size" type="System.Drawing.Size, System.Drawing">
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<value>563, 386</value>
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</data>
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<data name="tCAbout.Size" type="System.Drawing.Size, System.Drawing">
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<value>571, 412</value>
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</data>
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<data name="$this.ClientSize" type="System.Drawing.Size, System.Drawing">
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<value>571, 434</value>
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</data>
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<data name="lbTranslators.Text" xml:space="preserve">
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<value>Traducción</value>
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</data>
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<data name="tPCredits.Text" xml:space="preserve">
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<value>Créditos</value>
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</data>
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<data name="lbAbout.Text" xml:space="preserve">
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<value>DS4Windows - Jays2Kings Build (Versión</value>
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</data>
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<data name="tPHotkeys.Text" xml:space="preserve">
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<value>Teclas de acceso rápido</value>
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</data>
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</root> |