Righto, As people may or may not know, I've been messing with the raw input commands as I've been upgrading my game engine to version 3 for the creation of my VR Zelda game.
I've noticed something funny about certain joypad commands. My engine polls all input axes if a joypad is detected.
I have an xbox one controller, which has 6 input axes. Left thumbstick X/Y, right thumbstick X/Y, left trigger and right trigger.
Everything is fine with this, the sun is shining, and petrol is free!
I also have a Krusty brand imitation ps1 type digital joypad, which has 2 axes, D pad X, and D pad Y.
GetRawJoystickX and GetRawJoystickY work as expected. (yippee!) The problems start when you try and get the other inputs, which don't exist.
Is it just this one controller, or does AppGameKit report -1.000000 for all non-existent axes for other people/devices?
It's not a big deal, but I don't like the idea of phantom data being returned when the input source doesn't exist.
And here's the request to the mighty AppGameKit developers of doom of destiny....
Can we get AppGameKit to return a big fat 0 instead?