   SDL gamepad buttons not detected
  Hello,I'm using SDL in C++ to code a game I want gamepad/joystick support for.  I'm using a Retro USB gamepad to test it out, and it's half working.  The axes work fine, but not all the buttons are detected.  There are 8 buttons on the gamepad, but SDL_JoystickNumButtons() only returns 4.  The program only responds to the X, A, L, and R buttons, not the B, Y, Select or Start buttons.  No hats or balls are detected, nor are any other joysticks, which is correct.  Any ideas?   
  Bump.Also, if this problem is unsolvable, are there any other tools I could use for cross-platform gamepad support?  It'd have to be something I could insert into this SDL/OpenGL program.  Thanks.   ;  Okay, the following are steps I've taken so far, to no avail:1) Tried the gamepad in other SDL programs.2) Tried the gamepad in a SFML program.3) Tried the gamepad in a GLFW program.In all cases, only the same four of eight buttons were recognized.  However, I know games made in Game Maker recognize all its buttons.  No drivers came with the controller; they said normal USB drivers were sufficient.  Does anyone have any clues as to what's going on?   ;  I'm afraid I don't have any good answer for you. Joystick support is quite variable, even on a single platform. But I can suggest that maybe you try a different method of reading the joystick. If SDL is using DirectInput (look in the source to find out) then you could try using the Win32 joystick routines instead. (eg. joyGetNumDevs to find joysticks, then joyGetPosEx to verify they work and to query the buttons). It might be easier to start off with a simple console app to test this.   