I am currently implementing customizable controls, where I have an options screen that has events registered and allows you to press the button you want to use in game (which currently polls for inputs), I have found that the event Ultraviolet.GetInput().GetGamePadForPlayer(i).ButtonPressed fires when you hit stick inputs, but Ultraviolet.GetInput().GetGamePadForPlayer(gamePadDevice.PlayerIndex).IsButtonDown(button); will never return true for the buttons representing any axis. Nor does IsButtonPressed ever seem to.
isButtonDown will be always true if a digital input, like the dpad or axby, and false for any analog inputs, like triggers or analog sticks. As there is a point to represent these as possible buttons in the enum, I assume that the intent would be that isButtonDown/isButtonPressed would work to treat analog inputs as buttons as well.
I am currently implementing customizable controls, where I have an options screen that has events registered and allows you to press the button you want to use in game (which currently polls for inputs), I have found that the event Ultraviolet.GetInput().GetGamePadForPlayer(i).ButtonPressed fires when you hit stick inputs, but Ultraviolet.GetInput().GetGamePadForPlayer(gamePadDevice.PlayerIndex).IsButtonDown(button); will never return true for the buttons representing any axis. Nor does IsButtonPressed ever seem to.
So for the following event handler
isButtonDown will be always true if a digital input, like the dpad or axby, and false for any analog inputs, like triggers or analog sticks. As there is a point to represent these as possible buttons in the enum, I assume that the intent would be that isButtonDown/isButtonPressed would work to treat analog inputs as buttons as well.