IRC logs of Freenode #BZFlag for Monday, 2020-09-21

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macsformeso it looks like with DXJoystick on Windows, and using an Xbox One controller, for the two triggers there is just the 'Z' axis for both triggers01:58
macsformethe left trigger moves it from 0 to -1, the right trigger moves it from 0 to 1, and the two triggers offset each other so if both are pressed, the Z axis reads 001:59
macsformeon macOS (using the SDL 2 joystick code), aside from axes 0-3 for the two thumb sticks, there is 4 for the left trigger and 5 for the right trigger, and each axis appears to go from -1 to +1 (I think) as each trigger is pressed02:01
macsformethe SDL 2 code seems like the more desirable of the two, so you can at least use each trigger value independently02:02
macsformein either case, no button events are generated with either trigger press... this is also true when using SDL 2's game controller test program (for the alternative API), which reports the axes only02:03
macsformemy thought is to emulate a joystick button event for when each axis goes from negative to positive, to allow actions to be bound to the triggers... this would incidentally also allow us to bind actions to the two main thumb sticks (e.g., menu navigation up + down / left + right, as in other games)02:08
macsformean advantage of switching to SDL's game controller API (down the road) would be that every button appears to be referenced by name (e.g., X, Y, A, B, leftshoulder, rightshoulder, etc.), so you're not guessing at the layout as far as which button is which02:18
blast007I was almost thinking that with the Game Controller API that the analog triggers acted as both an axis and digital buttons, but it has been several months since I messed with SDL2 and GLFW02:33
macsformecould be on Windows... I'm not getting a button event for Xbox One controller triggers on macOS with SDL's testgamecontroller02:36
macsformeinteresting comparison between my two controllers: https://pastebin.com/jg5z5es102:46
blast007that's with the Game Controller API?02:49
blast007or maybe not, cuz it's using numeric IDs for buttons02:50
blast007did the mapping of the buttons on the nimbus end up matching the physical layout of the xbox one controller?02:53
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blast007https://github.com/gabomdq/SDL_GameControllerDB02:56
macsformeyeah, when I used SDL's testgamecontroller, the named buttons matched perfectly between them03:09
blast007cool03:10
macsformetheoretically, if we can assume that any joystick button 0 is typically used to accept an action, and button 1 is typically used to cancel/regress, we could probably support joystick menu navigation even now... we could just use whatever joystick axes are bound for movement in the Input menu, but use them for navigation03:12
macsformeto take it a step further... I implemented an on-screen keyboard for the GCW Zero... we could have full support for messaging and everything ;-)03:13
macsformehttps://imgur.com/a/RNHWoqN03:16
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