Grumson.cSharp.GamePad 1.0.0.2

Grumson GamePad helper class.
 I made this class for my use, but if someone find useful it's free tu use.

Install-Package Grumson.cSharp.GamePad -Version 1.0.0.2
dotnet add package Grumson.cSharp.GamePad --version 1.0.0.2
<PackageReference Include="Grumson.cSharp.GamePad" Version="1.0.0.2" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Grumson.cSharp.GamePad --version 1.0.0.2
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
#r "nuget: Grumson.cSharp.GamePad, 1.0.0.2"
#r directive can be used in F# Interactive, C# scripting and .NET Interactive. Copy this into the interactive tool or source code of the script to reference the package.
// Install Grumson.cSharp.GamePad as a Cake Addin
#addin nuget:?package=Grumson.cSharp.GamePad&version=1.0.0.2

// Install Grumson.cSharp.GamePad as a Cake Tool
#tool nuget:?package=Grumson.cSharp.GamePad&version=1.0.0.2
The NuGet Team does not provide support for this client. Please contact its maintainers for support.

Grumson GamePad

Properties:
  • int PoolInterval (Controller pool interval in ms)

  • bool SendDataChangedb (If set to true: GamePadPoolEvent trigger just whene data is changed)

  • int DeadZone (Axis dead zone.)

  • int <b>AxisRange</b> (Axis Range (if AxisRange = 100; axisValue is from -100 to 100))

  • List <b>DeviceNameList</b> (Names of all devices connected to pc (Gamepads and Joysticks))

  • List <b>DeviceEffectsList</b> (Lis of enabled device effects)

Event:
  • void <b>GamePadPoolEvent</b>(object, GamePadEventArg) <br>If SendDataChanged is false: event triger every pool. If SendDataChanged is true: event triger just vhene controller data changed.</br> <br><b>GamePadEventArg</b></br>
  • All axis values (x,y,z,rs)
  • All button state (on - off; true - false)
  • All button folling edge detection
  • All button rising edge detection
Methods:
- public bool Enable();  // enable first device from  DeviceNameList
- Enable(string productName);  // enable selected device from DeviceNameList
- void Disable();
- bool Start(); // Start pooling
- void Stop();  // Stop pooling

Grumson GamePad

Properties:
  • int PoolInterval (Controller pool interval in ms)

  • bool SendDataChangedb (If set to true: GamePadPoolEvent trigger just whene data is changed)

  • int DeadZone (Axis dead zone.)

  • int <b>AxisRange</b> (Axis Range (if AxisRange = 100; axisValue is from -100 to 100))

  • List <b>DeviceNameList</b> (Names of all devices connected to pc (Gamepads and Joysticks))

  • List <b>DeviceEffectsList</b> (Lis of enabled device effects)

Event:
  • void <b>GamePadPoolEvent</b>(object, GamePadEventArg) <br>If SendDataChanged is false: event triger every pool. If SendDataChanged is true: event triger just vhene controller data changed.</br> <br><b>GamePadEventArg</b></br>
  • All axis values (x,y,z,rs)
  • All button state (on - off; true - false)
  • All button folling edge detection
  • All button rising edge detection
Methods:
- public bool Enable();  // enable first device from  DeviceNameList
- Enable(string productName);  // enable selected device from DeviceNameList
- void Disable();
- bool Start(); // Start pooling
- void Stop();  // Stop pooling

Release Notes

Add new features and some bug fix.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version History

Version Downloads Last updated
1.0.0.2 506 10/3/2018
1.0.0.1 534 6/22/2018