You could also make all the axis and buttons contants, so it's easier for everyone to know what axis/button you're calling.
Just add this to either the same file, or an interface:
Code:
// Gamepad axis
public static final int kGamepadAxisLeftStickX = 1;
public static final int kGamepadAxisLeftStickY = 2;
public static final int kGamepadAxisShoulder = 3;
public static final int kGamepadAxisRightStickX = 4;
public static final int kGamepadAxisRightStickY = 5;
public static final int kGamepadAxisDpad = 6;
// Gamepad buttons
public static final int kGamepadButtonA = 1; // Bottom Button
public static final int kGamepadButtonB = 2; // Right Button
public static final int kGamepadButtonX = 3; // Left Button
public static final int kGamepadButtonY = 4; // Top Button
public static final int kGamepadButtonShoulderL = 5;
public static final int kGamepadButtonShoulderR = 6;
public static final int kGamepadButtonBack = 7;
public static final int kGamepadButtonStart = 8;
public static final int kGamepadButtonLeftStick = 9;
public static final int kGamepadButtonRightStick = 10;
public static final int kGamepadButtonMode = -1;
public static final int kGamepadButtonLogitech = -1;
Sorry, -1 is because we haven't tested what buttons those two are yet.
So if those are in an interface and you implement it, this is how you can call it:
Code:
joy1.getRawAxis(kGamepadAxisLeftStickY);
joy1.getRawAxis(kGamepadAxisRightStickY);