untune
Member
I've been working on a system that handles input. I'm currently ensuring that gamepads connect and are tracked properly amongst multiple player objects but I've run into a few issues (I'm on Windows 7 x64):
1. Direct Input pads crash the game. I've reported this one as it was apparently fixed, but I'm still getting it in 2.0.7. Connecting/disconnecting a DI pad a few times (anywhere between 1-3 tries) crashes the game - I've heard of it happening with PS4 pads and I had it with a cheap generic USB SNES pad. Happens in a completely blank project free of any resources.
2. The gamepad_is_connected() function doesn't seem to work for DI pads. Found this one last night but I'm not sure about it. My system detects the pad through the async event and finds it at slot 4 as it should do, but prior to that I run a check on all 12 possible slots to see what is connected. It finds XInput pads without fail, but not the DI one - which is causing me issues as my data structures are reporting it missing. There does seem to be a delay in detecting DI pads, so I tested it by running my function to refresh the device list manually a few times but still, it reports false when I check slot 4. I also tried this in a completely blank project, tested for slot 4, got false. Again looped through all 12 slots and got 0.
3. Steam pad just isn't detected full stop. The only other pad I have to test with is the Steam pad and I was expecting this to appear on an XI slot, but it doesn't even register through the async event or anything else I've set up to detect things. I disconnected all XBox pads in case of a conflict but it finds nothing. It treats the track pad as a mouse so I'm wondering if perhaps it doesn't register as a gamepad at all due to the way the driver is set up?
Has anybody had any similar issues before I report 2 & 3?
Cheers
1. Direct Input pads crash the game. I've reported this one as it was apparently fixed, but I'm still getting it in 2.0.7. Connecting/disconnecting a DI pad a few times (anywhere between 1-3 tries) crashes the game - I've heard of it happening with PS4 pads and I had it with a cheap generic USB SNES pad. Happens in a completely blank project free of any resources.
2. The gamepad_is_connected() function doesn't seem to work for DI pads. Found this one last night but I'm not sure about it. My system detects the pad through the async event and finds it at slot 4 as it should do, but prior to that I run a check on all 12 possible slots to see what is connected. It finds XInput pads without fail, but not the DI one - which is causing me issues as my data structures are reporting it missing. There does seem to be a delay in detecting DI pads, so I tested it by running my function to refresh the device list manually a few times but still, it reports false when I check slot 4. I also tried this in a completely blank project, tested for slot 4, got false. Again looped through all 12 slots and got 0.
3. Steam pad just isn't detected full stop. The only other pad I have to test with is the Steam pad and I was expecting this to appear on an XI slot, but it doesn't even register through the async event or anything else I've set up to detect things. I disconnected all XBox pads in case of a conflict but it finds nothing. It treats the track pad as a mouse so I'm wondering if perhaps it doesn't register as a gamepad at all due to the way the driver is set up?
Has anybody had any similar issues before I report 2 & 3?
Cheers