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We've come a long way in Gamepad support, but it could probably be better. The vague idea I have at the moment is that we map common gamepad types (Xbox, Playstation, Switch) and allow events to be fired based on those peripherals. For example, a Gampad.Button enum could be be used to determine if X, Y, A, B, □, △, or ○ were pressed using a GamepadEvent.ButtonDown. Each Gamepad could likewise have a GamepadType enum to determine what sort of gamepad it is (again, Xbox, Playstation, Switch), and some types could support orientation (such as a Switch controller)
I'm not entirely sold on that concept or completely sure of all the technical feasabilities, but certainly something like it.
The text was updated successfully, but these errors were encountered:
We've come a long way in Gamepad support, but it could probably be better. The vague idea I have at the moment is that we map common gamepad types (Xbox, Playstation, Switch) and allow events to be fired based on those peripherals. For example, a Gampad.Button enum could be be used to determine if X, Y, A, B, □, △, or ○ were pressed using a
GamepadEvent.ButtonDown
. Each Gamepad could likewise have aGamepadType
enum to determine what sort of gamepad it is (again, Xbox, Playstation, Switch), and some types could support orientation (such as a Switch controller)I'm not entirely sold on that concept or completely sure of all the technical feasabilities, but certainly something like it.
The text was updated successfully, but these errors were encountered: