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inputcandy's Issues

gamepad not moving the player

In advanced mode, My gamepad can not move the player even though it's detected and recognized. But, if i set my keyboard to IC_none in script IC_Action_ext, my gamepad can move the player. If i set back to IC_wasd or IC_arrow, the player only moved by keyboard, not gamepad.

The strange is, jump and button action works fine with my gamepad and keyboard.
Is it a bug? Ist it intentional? or do i have to find a workaround in my script to get my keyboard and gamepad action movement both work at the same time.

I just recently learning coding so thank you very much for creating this library. I learn a lot on how you code this library thing.
Your guys are truly angel.

Gamepad cannot move player when IC_none is not keyboard setting

Originally #2

Itzariot noted:

"My gamepad can not move the player even though it's detected and recognized. But, if i set my keyboard to IC_none in script IC_Action_ext, my gamepad can move the player. If i set back to IC_wasd or IC_arrow, the player only moved by keyboard, not gamepad."

This specific behavior must be investigated. The previous answer ignored this part of the report.

Crash at start - GM Version: 2022.3.0.625

Push :: Execution Error - Variable Index [0] out of range [0] - -9.settings(100060,0)
at gml_Script_anon____struct___274_New_InputCandy_Private_gml_GlobalScript_InputCandy_165580____struct___274_New_InputCandy_Private_gml_GlobalScript_InputCandy (line 2805) - if ( !__ICI.Is_Valid_Setting(__INPUTCANDY.setup.settings[i]) ) {
############################################################################################
gml_Script_anon____struct___274_New_InputCandy_Private_gml_GlobalScript_InputCandy_165580____struct___274_New_InputCandy_Private_gml_GlobalScript_InputCandy (line 2805)
gml_Script_anon____struct___274_New_InputCandy_Private_gml_GlobalScript_InputCandy_83089____struct___274_New_InputCandy_Private_gml_GlobalScript_InputCandy (line 1401) - __ICI.ActivateSetup();
gml_Script_anon____struct___268_New_InputCandy_gml_GlobalScript_InputCandy_57649____struct___268_New_InputCandy_gml_GlobalScript_InputCandy (line 847) - Step: function () { __ICI.Step(); },
gml_Object_o_InputCandy_Step_0 (line 3) - __IC.Step();

More extensive documentation

InputCandy needs better docs. They exist on the Wiki, but it's probably better to switch to Doxygen or something similar

Linux OS support may have the wrong axis values

While I believe I have already had input from a contributor regarding the thumbstick axis values on Linux versus Windows, there may be some residual issues noticed while working the Atari Modern Controller where values are misinterpreted. For example on Windows, it is centered at 0,0 with -1 +1 along each axis. On Linux, it registers as center 0.5,0.5 where 1 is down and 0 is up, with similar values for left/right.

See Enhancement (here) about how we should add our own profiling schema system to supplement SDLDB for known console controller mappings. We should be able to provide a way to detect and subsequently label axis on controllers we know we want to use, instead of the headache of trying to figure it out each time we make a game. For example, on the Atari Modern Controller, it uses "last axis in the list" instead of the default v/h for the right stick. We should be able to define: what is a stick, which axis does it use.

Need to be able to plug in known controller values without consulting SDLDB

You should be able to define an entire controller schema from the ground up. Functionality should resemble:

Expect:

{
  "name" : "Atari Modern Controller",
  "sticks" : [
     "left" : { up: { (axis_no), ranges: { linux: {min: 0.5, max: 1.0}, windows: {0, 1.0}, down: (axis_no), left: (axis).... etc }
     ],
  "buttons": [
     "X" : IC_button_Y, ....
    ],
    
}

I need to double check if this functionality is already available, which brings me to the next issue.

Check* methods of global.IC not working as expected

I've noticed multiple Check* functions seem to be "incomplete" for example CheckAction and CheckActionReleased also aren't doing what they should, or I don't remember how to use them. It's possible they need to be removed or replaced. Case in point I wanted to force an action to trigger only when "Released" using CheckActionRelease but this did not do what was expected. I will file an Issue for this.

Further investigation is needed to determine:
a) What are these functions for
b) How to get them to do what they should
or
c) remove them if not needed / duplicitous

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