Right now, we only have one touchpad input: whether or not it's being pressed.
We can use much more than that-- it's a full touchpad on the new controllers. We need to add the touchpad booleans and floats to the relevant places:
[x] make a ButtonHandle for each variable
[x] add the cases to getButtonHandle() in InputManager -- make sure to have gamepads 1 and 2
[x] idk let's test it out :D
public boolean touchpad_finger_1;
public boolean touchpad_finger_2;
public float touchpad_finger_1_x;
public float touchpad_finger_1_y;
public float touchpad_finger_2_x;
public float touchpad_finger_2_y;
Right now, we only have one touchpad input: whether or not it's being pressed. We can use much more than that-- it's a full touchpad on the new controllers. We need to add the touchpad booleans and floats to the relevant places:
case
s togetButtonHandle()
inInputManager
-- make sure to have gamepads 1 and 2