Calibrate analog sticks: Instead of using the regular "zero is center" value of GM, you can use your own value, and it will scale analog output (used within the library functions, not GM functions) to that. So, imagine this: you go to a calibrate menu, center both joysticks, press a button, and it records those values. Then, it would use those as center, and scale around it. I didn't make this yet, but I already know the concept, and how to make it work.
Return analog value: This, again, would be based on the value you calibrate to. I could either return this as a percent, or as a -1 to 1, depending on the feedback I get.
Buttons (held, pressed, released) I would, of course, wrap the standard "button held" functions, but I would also use pressed and released functions, which I have already figured out how to use.
Triggers: Being made as a lib rather than a DLL, triggers would still be on the same axis, since it is not xInput. Sorry. But, I would include both a trigger axis, and trigger button functions (if one trigger is pressed in more than a certain amount, it is one value. If not, it is another. This would allow use of the triggers as buttons just as easily as a regular button, since it is "on-off" rather than an analog value)
What else would you like to see? And how should I word the gml functions to call it? eg, 360_xbutton_pressed (lib, what you are checking, what is being returned?) or some other way?
Once I get enough input, I will start on the library.
My goal is: rather than a D&D lib that returns the GML commands, designed around use for beginners, this will be a full-featured GML library, with more freedom than the GML commands allow (such as calibration, pressed and released, and using triggers as an axis or buttons.) This will be designed around the serious 360 controller user, for serious 360 controller use.
Also, I need a name for the lib. Any ideas?
Edited by bluesy_92, 11 October 2010 - 03:52 PM.











