Ok solved thank you very much.
(I use event.get_action_strenght()
in my code to move the player)
Because what I want to do is allow the user to save custom controller axis mapping.
So when the event arrives, I need to know exactly where he is moving the stick and then store that information. So it representes 8 values in total (counting both sticks).
But there are only 4 available in godot.
Furthermore, in my configuration, I'm able to store only 1 number per event.
As the first axis is 0, I can't save -0 because I lose the "minus" information.
So I created custom numbers:
-1000, -1001, -1002, -1003 which representes JOYAXISXX with the minus sign
So when the user moves the stick, if event.axis_value
is negative,
I can store -(event.axis + 1000)
Then when the file is loaded, if the stored axis is negative, I can do
event.axis = -(customAxis + 1000)
event.axis_value = -1.0
What really confused me is that axis_value is in fact the information that stores -1.0 and 1.0 so it gives the 8 values I needed. BUT they are not constants so when running the game it's no longer -1.0 or 1.0.
By some sort of way, the game reads the inputMap, saves the axis_value somewhere invisible and use it to display the correct event.get_action_strenght()