I didn't put this in the "sfml input" section, as it didn't seem to be a problem with sfml, but a problem with the ps3 controller.
When trying out the gamepad support of SFML today, I noticed something very weird.
As soon as I connected the PS3 Controller to my PC (using a standard USB to mini USB adapter, so no blue tooth), the sfml input system seemed to stop working.
I'm polling GetEvent() of the sf::Window i'm using within the "game-loop" of my gamestate management class:
the relevant code looks like this:
void Game::Run()
{
sf::Event e;
while(m_running)
{
while(Application::inst().GetWindow()->GetEvent(e))
{
m_current_gamestate->Input(e);
}
m_current_gamestate->Update();
m_current_gamestate->Render();
}
m_gamestates.clear();
Application::inst().GetWindow()->Close();
}
so it seems that the ps3 controller seems to be sending random events to windows, which results in my game loop getting "stuck" in the polling, as Application::inst().GetWindow()->GetEvent(e) constantly returns true.
furthermore, those random events from the ps3 seem to be blocking my standard keyboard input, as the application will no longer react to inputs from my keyboard while the ps3 controller is plugged in (this only counts for sfml-using applications, in other games its no problem using both at the same time).
does anyone know where the problem is here?