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Messages - infrared511

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Window / Re: Joystick enum Axis
« on: October 07, 2019, 06:56:34 pm »
Real-time check of axis position is done with Joystick::getAxisPosition.
Real-time check of button state is done with Joystick::isButtonPressed.

This is Specific. I can not see if ANY button/axis is registering a press, only a specific button/axis.

If I am updating to see if any button or axis is pressed, like sf::Event::JoystickButtonPressed, then there is a conflict as there is nothing in SFML to allow me to real time check this(Unless I am wrong). I can however check in real time if ANY axis/button is pressed by using the enum values, which as I said overlap. Simply starting axis enum at a higher number would fix this. I am not sure why nobody will answer my question asked so I will just do it and see.

  Thank you anyway.

2
Window / Re: Joystick enum Axis
« on: October 07, 2019, 02:19:14 am »
Right, but button RT = 7 and so does Axis PovY, they are both integers. I understand keeping them separate, and they are as events. I guess I do not know how to accomplish real time updates while keeping them separate in my code. My original question still stands, will changing the Axis enumeration affect the rest of the code?  To ask further on your solution, how using a Switch Case can I separate real time axis and buttons?

3
Window / Joystick enum Axis
« on: October 06, 2019, 10:52:00 pm »
Is it possible to change the enumerator numbers in the Joystick.hpp Axis? I know you can edit and change it, but does that affect the rest of the Joystick implementation? My issue is the axis numbers and button numbers are often the same and causes conflict with my bindings when checking the joystick with a constant update, not the event. For instance, PovY = 7 while the right trigger(Dinput) also = 7. Both trigger it's the joystick, but then the ints are the same. With Events, this is kept separate as the events separate Axis and buttons. If I could change the Axis enumerator to start at 12 instead of 0 there will be no int clashes between buttons and Axis's while checking real time.

I hope this made sense and
Thanks.

4
Window / Re: JoystickMoveEvent
« on: September 04, 2019, 08:41:02 am »
Yes, I understand the implementation... it's why I am so confused. I print out every axis position every frame and there is zero change. Only one controller is connected, but will register with no controllers connected.

5
Window / JoystickMoveEvent PovX PovY
« on: August 14, 2019, 05:00:40 pm »
I am having trouble understanding why the JoysticMoveEvent keeps registering when there is either no gamepad connected, or when a gamepad is connected but nothing is being moved or pushed. I have printed all the axis and nothing is registering as movement.

Secondly, when PovX is pressed, PovY is registering pressed as well. This goes both ways.

 Is this a bug? Am I missing something here? I am using 2.5.0 on windows ten and have tested multiple controllers, drivers, and computers with the same result. Any help is appreciated.

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