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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0031716||Documentation||Manual Content||Public||2020-05-13 14:20||2020-07-15 09:36|
|Reporter||Dan||Assigned To||Mark Alexander|
|Priority||Low||Severity||C - General||Reproducibility||100%|
|Platform||-||OS||Windows 10||OS Version||Pro x64|
|Target Version||Fixed in Version|
|Summary||0031716: Manual Content: Should clarify how gamepad_set_button/axis_threshold() affects gamepad_button/axis_value()|
|Description||The manual is not clear on what setting a threshold for a pad button means when later detecting pad inputs. We should add content to explain the following:|
gamepad_button_value() ignores any gamepad_set_button_threshold() setting and will always return the raw value of the button/trigger. It does this because we already have the 3 "pressed"/"check"/"released" functions which DO account for the threshold before returning the button/trigger's state. If you want to account for the threshold, simply use the standard button input functions.
gamepad_axis_value() does account for gamepad_set_axis_threshold() settings, as there is no other method of determining if a stick is being moved and you always need the raw value.
As a slight aside, it might also be worth mentioning on both ..._threshold() function pages that the initial position is still 0.1 and the value still progressively grows to 1.0 regardless of what threshold you set. E.g, setting a threshold of 0.8 won't mean your values are clamped between 0.81 and 1.0. It will just mean in that last 20% of the stick travel your values will go from 01. to 1.0. Setting the threshold to 0.6 means the last 40% will cause 0.1 to 1.0. And so on...
|Steps To Reproduce||1. See the two manual pages for gamepad_set_axis_threshold() and gamepad_set_button_threshold() - observe that neither of them clarify the above.|
2. Same for gamepad_button_value() and gamepad_axis_value().
GamepadThresholds.yyz (14,092 bytes)
||Check with Russ if anything's not clear|
||This was fixed in a recent update to the new Robohelp manual and the fix should be in the current build.|