joystick

Simulate/Emulate Xbox Controller in C++ or C#

丶灬走出姿态 提交于 2019-12-23 02:45:36
问题 I have a cooperative PC game, but the second player need Xbox joystick to play. Well i don't have Xbox Controller i have some other 10 buck piece of shit joystick and the game don't recognize him. So i tried different programs to emulate any joystick to XBox joystick, but because mine is cheap the program wont recognize it too. So i want try to create a program which Simulate XBox joystick inputs. Then i will capture mine joystick clicks and send the Xbox simulated one. I know how to capture

Send feedback/effect to joystick from .net

南楼画角 提交于 2019-12-22 10:48:28
问题 Thanks to this answer https://stackoverflow.com/a/13734766/637142 I am able to know when a button is pressed or when the steering wheel is rotated. Now my question is how do I send an effect to the device? For example when I am playing a game if I crash the wheel will vibrate. How could I make the steering wheel vibrate? I belive what I need to do is to Start() an effect (http://sharpdx.org/documentation/api/t-sharpdx-directinput-effect). The SharpDX.DirectInput.Joystick class does not seem

Using CCTouchDispatcher Cocos2d 2.0 Beta-2 ARC

落爺英雄遲暮 提交于 2019-12-21 05:41:13
问题 I am creating a game with cocos2d 2.0 BETA 2.0 [The newest one]. And i need to add a joystick in other class. so I call this "CCTouchDispatcher" in my second class. But I can't call like this: [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES]; So I made this one: _tocuhDispatcher = [[CCTouchDispatcher alloc] init]; [_tocuhDispatcher addTargetedDelegate:self priority:0 swallowsTouches:YES]; But still can't detect the touches. If I enable the touches

Using CCTouchDispatcher Cocos2d 2.0 Beta-2 ARC

只愿长相守 提交于 2019-12-21 05:41:06
问题 I am creating a game with cocos2d 2.0 BETA 2.0 [The newest one]. And i need to add a joystick in other class. so I call this "CCTouchDispatcher" in my second class. But I can't call like this: [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES]; So I made this one: _tocuhDispatcher = [[CCTouchDispatcher alloc] init]; [_tocuhDispatcher addTargetedDelegate:self priority:0 swallowsTouches:YES]; But still can't detect the touches. If I enable the touches

Virtual Joystick in Java

﹥>﹥吖頭↗ 提交于 2019-12-21 04:30:15
问题 Have you heard of a virtual joystick for Windows that has Java wrappings? I've trying PPJOY, and it works great, but then I'll need to use JNI to get it working from Java and that doesn't seem easy for the time being. Thanks! 回答1: There you are. I've made a Java wrapper for PPJoy. And it's really easy to use. See: try { /* * Try to create a new joystick. */ Joystick joystick = new Joystick(); try { /* * Set joystick values */ /* * Set analog values for Axis X/Y/Z, * Rotation X/Y/Z, Slider,

How to use DirectX.DirectInput in XNA

走远了吗. 提交于 2019-12-20 05:15:40
问题 joystick.cs using System; using Microsoft.DirectX.DirectInput; namespace gameproject { /// <summary> /// Description of device. /// </summary> class joysticks { public static Device joystick; public static JoystickState state; public static void InitDevices() //Function of initialize device { //create joystick device. foreach (DeviceInstance di in Manager.GetDevices( DeviceClass.GameControl, EnumDevicesFlags.AttachedOnly)) { joystick = new Device(di.InstanceGuid); break; } if (joystick ==

How to use DirectX.DirectInput in XNA

你离开我真会死。 提交于 2019-12-20 05:15:28
问题 joystick.cs using System; using Microsoft.DirectX.DirectInput; namespace gameproject { /// <summary> /// Description of device. /// </summary> class joysticks { public static Device joystick; public static JoystickState state; public static void InitDevices() //Function of initialize device { //create joystick device. foreach (DeviceInstance di in Manager.GetDevices( DeviceClass.GameControl, EnumDevicesFlags.AttachedOnly)) { joystick = new Device(di.InstanceGuid); break; } if (joystick ==

Is there a Delphi 'joystick' control?

﹥>﹥吖頭↗ 提交于 2019-12-13 16:42:35
问题 I'd like to align an object in X and Y by eye using the mouse to move it into position. I can roll a solution by using various spin controls (or buttons) but it's messy and I got to wondering whether there is a control - like a joystick - that provides 2-axis control using the mouse and fires events at rates which vary depending on its position? 回答1: Afaik Jedi (jedi apilib?) had a joystick header too. It is winapi, not COM, so no TLB involved 回答2: Try NLDJoystick, an open-source component

USB Joystick with C++ and DirectInput

别来无恙 提交于 2019-12-13 12:33:10
问题 I've been trying to read data (x/y axis, pressed buttons, etc) from a usb joystick, and I've heard of DirectInput. Been searching for some long hours to find a decent example or walkthrough with little success. If anyone can share a simple tutorial, or guide me to the correct place, I'll be in your debt. Thank you edit: Trying to achieve this goal on Windows platform 回答1: There are a few DirectInput samples in DirectX SDK, source code and compiled binaries. Included is Joystick sample. Older

How can I implement a virtual joystick for a cocos2d game outside the cocos2d environment?

北城以北 提交于 2019-12-12 08:58:14
问题 I am developing an iPad game that uses cocos2d and requires a virtual joystick. I have a prototype up and running using SneakyJoystick. However, I realized that my game design requires me to use CCTransitions to move the user between different instances of CCScene in order to get the visual effect I want. The problem is, I don't want the user controls (like the joystick) to be affected by the CCTransitions- I want them to remain on the screen (in a different part of the screen than the part