I'm using SFML 1.6, on Win7 32bit.
SFML 1.6 has constants for these Joystick axes:
X,Y,Z,R,U,V, and POV.
SFML 2 has the same axes, but replaces POV with PovX and PovY.
My questions are:
(Barring any really uncommon gamepads that do everything differently and illogically just to be contrary - only focusing on very common gamepads that my users are likely to have)
1) Is 'X' always horizontal on a joystick, 'Y' always vertical, 'Z' always horizontal, 'R' always vertical, and so on? Or do I have no (in-general) guarantee of their real-world orientation on the controller?
2) Is 'POV' a different way that some gamepads internally handle joysticks, or is it an entirely different (from the gamepad user's perspective) type of control? Basically, is POV still a joystick on a gamepad, or is it a different type of control on a gamepad?
3) What's the reasoning of putting the joystick position range between -100.0f and 100.0f? Why not -1.0 to 1.0? Is that how Windows handles it, or how gamepads normally give the values, or does SFML translate it to that? Why's it like that? Just curious. =)
4) Is there any way to know that axis 'A' is paired with axis 'B'? For example, can I be reasonably certain that if AxisX and AxisY exist, they are on the same joystick (even if I don't know for which is horizontal and which is vertical)?
5) How can I detect if two axes are on the same gamepad joystick or if they belong to separate joysticks on the same gamepad? Can I get enumerate the joysticks on the gamepad, and detect if an axis belongs to it?