Jump to content

View more

Image of the Day

Boxes as reward for our ranking mode. ヾ(☆▽☆)
#indiedev #gamedev #gameart #screenshotsaturday https://t.co/ALF1InmM7K
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

How to Handle Controller's Phantom Axes

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
2 replies to this topic

#1 Kanefa   Members   

122
Like
0Likes
Like

Posted 25 March 2014 - 02:34 PM

I put together some preliminary code just to inspect the axes of my controller.  What I notice is I am able to properly detect movement in 6 axes. However, there are 2 axes that don't exist that are returning a maximum range result.

 

How can I filter out these false positives when detecting a new controller that I know nothing about? 

 

 



#2 Kanefa   Members   

122
Like
1Likes
Like

Posted 26 March 2014 - 01:28 AM

SFML has calls to check whether an axes exists.  Verify it exists before trying to read it.



#3 Endurion   Members   

5316
Like
0Likes
Like

Posted 26 March 2014 - 06:47 AM

Maybe some analog buttons that get mapped to an axis?

 

What interface are you using? DirectInput, Raw Input?


Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.