Closed tcaivano closed 1 year ago
Hello. Sorry to hear that you're having issues. I've just tested with the latest version of the library and cannot replicate your problem.
You mentioned changing existing code with a hardware configuration. Try this minimal automated example and see if you get the same results:
#include <XInput.h>
void setup() {
pinMode(0, INPUT_PULLUP);
while(digitalRead(0) == LOW);
}
void loop() {
XInput.setButton(BUTTON_LOGO, 1);
delay(1000);
XInput.setButton(BUTTON_LOGO, 0);
delay(1000);
}
Please test with both the standard XInput setup, and with the board in "debug" mode using the non-XInput board type. Does the button work? Is there a discrepancy between the two modes?
Can confirm that the provided test code works in both modes. Thanks for the confirmation and the quick feedback!
Using XInput.setButton() with BUTTON_LOGO as the first argument does not do anything. To test, I first used known working code to confirm my hardware configuration was correct:
XInput.setButton(BUTTON_X, setX);
Then, without changing any other configuration, I replaced this call with the following:XInput.setButton(BUTTON_LOGO, setX);
I would expect this to result in the same behavior as the Xbox button or home button being pressed on a standard controller, but I am unable to observe any button presses using online testers on PC or on Nintendo Switch via an XInput adapter.Possibly related: https://github.com/dmadison/ArduinoXInput/pull/46