Async Gamepads

Reporter: time-killer-games  |  Status: open  |  Last Modified: November 17, 2020, 09:20:58 pm
"Just to point out that if you use the async system event (which you should be) to detect the pads, then you will get the correct slot ID for any connected pads, regardless of the platform. The latest coffee-break tutorial explains this:"

I don't think we did this with our gamepad implementations. But if you know different, then please feel free to close this.


LGM doesn't give you the option to add an async system event. Am I wrong?

Those async events must have just recently been backported to GMSv1.4 so I can add those to LGM. Then you just add them into events.ey and they can be called from the engine.
Alright I've added those missing events to LGM now and it should save them to GMK and GMX for you.

You can get the new release I uploaded.

Now you just have to add them into ENIGMA, starting with events.ey and then calling them in the engine. Take a look at the async dialog extension to see how to fire them. Although that extension is since broke, the part where it fires the events is correct.

Please sign in to post comments, or you can view this issue on GitHub.