InputMapper axis mistake

Interesting concept, but how about the Axis? At the end of the day, I want something like the mortal kombat fatalities (up,down, up, up…). FunctionID do not store the direction.

Well, then don’t use function IDs to collect the state. Use your own object… or auto translate one function ID into multiples depending on axis direction.

Sky is the limit, really. All of those solutions are five minute easy solutions.

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Back to the gamepad support: the button works but when I try to bind the Axis.JOYSTICK_LEFT_Y to the movement I get:

WARN: no axis mapping for:JoystickAxis[name=Y Rotation, parent= XBOX 360 For Windows (Controller), id=2
WARN: no axis mapping for:JoystickAxis[name=X Rotation, parent= XBOX 360 For Windows (Controller), id=3
WARN: no axis mapping for:JoystickAxis[name=Y Rotation, parent= XBOX 360 For Windows (Controller), id=2
WARN: no axis mapping for:JoystickAxis[name=X Rotation, parent= XBOX 360 For Windows (Controller), id=3
WARN: no axis mapping for:JoystickAxis[name=Y Rotation, parent= XBOX 360 For Windows (Controller), id=2
WARN: no axis mapping for:JoystickAxis[name=X Rotation, parent= XBOX 360 For Windows (Controller), id=3
WARN: no axis mapping for:JoystickAxis[name=Y Rotation, parent= XBOX 360 For Windows (Controller), id=2
WARN: no axis mapping for:JoystickAxis[name=X Rotation, parent= XBOX 360 For Windows (Controller), id=3

…and so on.

The sample application works however https://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/input/TestJoystick.java

…but of course it doesn’t use Lemur.

Any advice is welcome, thanks!

Well, to debug further you may need to look at what the test joystick app is sending to the log for the various sticks.

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Also, those don’t look like lemur log messages so when do those log messages appear? When configuring or when using the joystick or during JME startup? Does the test joystick app output similar log messages?

Without seeing your code, another thing is to make sure that your function group is enabled. I know it’s obvious but I’ve been bitten by that so many times that it’s worth mentioning.

Thanks, if I can’t sort out things I’ll provide a simple self contained test case.

Now that I’m thinking about it… could it possibly be related to the fact that I use up/down with an AnalogFunctionListener and left/right with a StateFunctionListener?

I know that it’s weird, but why not? :stuck_out_tongue:

Shouldn’t matter… but if you are worried about it then it’s easy to test, right?