Damn, that's interesting. I disabled the deadzone by adding GamePadDeadZone.None to the GetState calls and indeed, it removed the deadzone. I noticed that it made the pad seem much more accurate. Also, if anyone has ever calibrated a joystick through ControlPanel and remembers that you are instructed to move the axis in a complete circle to demonstrate it's range to Windows, you should recognize that a joystick should be able to make a perfect circle. With the deadzone, you couldn't make a decent circle at all, in the diagonal edges (NW, NE, SW, SE), the distance from the center was less than at the regular cardinal edges (N, S, E, W). However, with the deadzone disabled, I was able to make a near perfect circle. Also, due to the nature of the zunepad not reporting a position when your finger isn't on it, there really is no need for you to use a deadzone in retrieving input for the purpose of writing games. They likely only even integrated a deadzone so the navigation through menus would be less erratic. Nice catch ZMan!
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