A first-person game with optional SteamInput support.
Describe the problem or limitation you are having in your project
I'm implementing optional SteamInput support, so I need a way to unbind all joystick controls without removing them, since I rely on the index to be kept in place.
For InputEventJoypadButton, I can set the button_index to JOY_BUTTON_INVALID (-1), and this effectively unbinds the input event. I can do the same for InputEventJoypadMotion by setting axis to JOY_AXIS_INVALID (-1), but this produces the following error:
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I suggest allowing a InputEventJoypadMotion's axis to be set to JOY_BUTTON_INVALID without triggering the error, as well as adding an error for if InputEventJoypadButton's button_index is below JOY_BUTTON_INVALID or above JOY_BUTTON_MAX, to make behavior between the two more consistent.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
N/A
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not as far as I'm aware, unless there's another way to unbind axes without changing any indices under the input action.
Is there a reason why this should be core and not an add-on in the asset library?
Describe the project you are working on
A first-person game with optional SteamInput support.
Describe the problem or limitation you are having in your project
I'm implementing optional SteamInput support, so I need a way to unbind all joystick controls without removing them, since I rely on the index to be kept in place.
For InputEventJoypadButton, I can set the button_index to JOY_BUTTON_INVALID (-1), and this effectively unbinds the input event. I can do the same for InputEventJoypadMotion by setting axis to JOY_AXIS_INVALID (-1), but this produces the following error:
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I suggest allowing a InputEventJoypadMotion's axis to be set to JOY_BUTTON_INVALID without triggering the error, as well as adding an error for if InputEventJoypadButton's button_index is below JOY_BUTTON_INVALID or above JOY_BUTTON_MAX, to make behavior between the two more consistent.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
N/A
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not as far as I'm aware, unless there's another way to unbind axes without changing any indices under the input action.
Is there a reason why this should be core and not an add-on in the asset library?
This involves error messages within the engine.