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Window / Re: Bug in Window/Win32/JoystickImpl.cpp
« on: February 26, 2016, 02:43:20 pm »
You misunderstood me.
I have no problem to use Joystick::Axis::PovX the way SFML implements it.
I am only wondering why the POV is implemented as Axis.
You are right, I don't know the Linux AP., I'm Windows Programmer from the first hour, so please be understanding: The only reason I see for using POV Buttons as Axis is, "because Linux does so".
Maybe in Linux APi the distinction between POV/non POV Axis is a problem?
Since the 1980's, I've seen really a lot of different Joysticks. All of them used
4 to 8 micro switches for the 4 - 8 different POV "directions" - if they had a POV control.
Many games are using these "directions" as simple buttons to "extend" the number of joystick buttons. In Hardware, they *are* switches ordered in in 4 or 8 "directions" - On this background, implementing them as axis sounds strange to me.
Look at the Microsoft Windows API: There are already constants for the 4 main directions (joystickapi.h)
JOY_POVFORWARD
JOY_POVRIGHT
JOY_POVBACKWARD
JOY_POVLEFT
( The opposed: Seeing the POV as "normal" key's is also wrong, since they are ordered in directions and
normal joystick keys do not give a indication about their position. )
So: I still think the Microsoft approach is better.
Btw.: I'm also no Player (any more) (when I was young, I was).
I have no problem to use Joystick::Axis::PovX the way SFML implements it.
I am only wondering why the POV is implemented as Axis.
You are right, I don't know the Linux AP., I'm Windows Programmer from the first hour, so please be understanding: The only reason I see for using POV Buttons as Axis is, "because Linux does so".
Maybe in Linux APi the distinction between POV/non POV Axis is a problem?
Since the 1980's, I've seen really a lot of different Joysticks. All of them used
4 to 8 micro switches for the 4 - 8 different POV "directions" - if they had a POV control.
Many games are using these "directions" as simple buttons to "extend" the number of joystick buttons. In Hardware, they *are* switches ordered in in 4 or 8 "directions" - On this background, implementing them as axis sounds strange to me.
Look at the Microsoft Windows API: There are already constants for the 4 main directions (joystickapi.h)
JOY_POVFORWARD
JOY_POVRIGHT
JOY_POVBACKWARD
JOY_POVLEFT
( The opposed: Seeing the POV as "normal" key's is also wrong, since they are ordered in directions and
normal joystick keys do not give a indication about their position. )
So: I still think the Microsoft approach is better.
Btw.: I'm also no Player (any more) (when I was young, I was).