_BUTTON
#12
Ok, here's a situation I'm dealing with.

Over the past week I have gathered up steering wheels, joysticks, game pads, gas/brake pedals, flight yokes, and rudder pedals to test out a controller driver I'm writing in QB64. Most of the devices map buttons and axis with no issues. My joystick has 6 buttons and QB64 reports that it has 6 buttons. It has 4 axis, the joystick itself and a top hat, and again QB64 reports 4 axis. However, a few of my game pads inform QB64 (and the OS) that they have more buttons than they actually do.

The worst offender is a Nintendo clone look-a-like controller. It has 4 buttons (A, B, Select, and Start) but reports to QB64 that it has 10 buttons (it also reports 10 buttons to Windows). What's really weird is the A button is #2, the B button is #3, the Select button is #9, and the start button is #10. No logic to the ordering at all.

Sure, it would be easy enough to ask the player to press buttons to identify which are actually active (functionality I have already written into the driver and works well). However, does anyone know how I might go about identifying active buttons without actually having to have the user identify them by pressing them?
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Messages In This Thread
_BUTTON - by TerryRitchie - 04-03-2023, 02:42 AM
RE: _BUTTON - by TerryRitchie - 04-03-2023, 08:40 PM
RE: _BUTTON - by dbox - 04-03-2023, 11:07 PM
RE: _BUTTON - by TerryRitchie - 04-04-2023, 02:25 AM
RE: _BUTTON - by dbox - 04-04-2023, 03:34 AM
RE: _BUTTON - by SMcNeill - 04-03-2023, 09:03 PM
RE: _BUTTON - by TerryRitchie - 04-03-2023, 09:16 PM
RE: _BUTTON - by SMcNeill - 04-03-2023, 09:04 PM
RE: _BUTTON - by TerryRitchie - 04-03-2023, 09:26 PM
RE: _BUTTON - by RhoSigma - 04-03-2023, 10:03 PM
RE: _BUTTON - by TerryRitchie - 04-04-2023, 02:24 AM
RE: _BUTTON - by TerryRitchie - 04-09-2023, 01:17 AM
RE: _BUTTON - by SMcNeill - 04-09-2023, 03:46 AM
RE: _BUTTON - by TerryRitchie - 04-09-2023, 05:12 AM



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