Replies: 3 comments
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Sliders are physically a different thing entirely. For a joystick axis or thumbstick, when you let go, it returns to its own neutral position, usually something like the center. But sliders don't have a neutral position - think of a volume control slider, whereby you just move it to its position and it will stay there until you move it again. |
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Is it possible to implement sliders as an option for two axes in XiDi ? Cheers! |
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Possible, yes, but no promises it'll happen anytime soon. What's the use case you have in mind? |
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Hi,
I was just wondering.. While there are a number of limitations and expectations by the DInput and WinMM, is there not a thing that certain axes supported by these API's are treated with different expectations, namely Sliders ? (or rudders and/or maybe other types of analog inputs that I might've never heard of.. )
With this in mind, is there a possibility that we could have an additional predefined Controller Mapping where the Triggers of the XInput compatible device would translate into "Slider 1" and "Slider 2" respectively and DInput/WinMM would have expectations from these type of axes to be reporting a value of zero by default ?
I know I had been using "XInput Plus" for a couple of years with "ToCa Race Driver 3" as one example, where I've been using such a setup for the Triggers. While I understand that the game itself might have expectations of extreme value/s being reported as default axes states, I can't help but wonder if this is just a game specific thing, or are the Sliders "axes" (?) treated different at API level by DInput or WinMM.. ?
Cheers!
And a Happy New Year!..
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