Joystick Class |
Namespace: Accord.Controls
The Joystick type exposes the following members.
Name | Description | |
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Joystick |
Initializes a new instance of the Joystick class.
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Joystick(Int32) |
Initializes a new instance of the Joystick class.
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Name | Description | |
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Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetAvailableDevices |
Get list of available joysticks connected to the system.
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GetCurrentStatus |
Get joystick's status.
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GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
Init |
Initialize joystick with the specified ID.
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MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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HasMethod |
Checks whether an object implements a method with the given name.
(Defined by ExtensionMethods.) | |
IsEqual |
Compares two objects for equality, performing an elementwise
comparison if the elements are vectors or matrices.
(Defined by Matrix.) | |
To(Type) | Overloaded.
Converts an object into another type, irrespective of whether
the conversion can be done at compile time or not. This can be
used to convert generic types to numeric types during runtime.
(Defined by ExtensionMethods.) | |
ToT | Overloaded.
Converts an object into another type, irrespective of whether
the conversion can be done at compile time or not. This can be
used to convert generic types to numeric types during runtime.
(Defined by ExtensionMethods.) |
The class provides simple access to joysticks (game controllers) through using Win32 API, which allows to enumerate available devices and query their status (state of all buttons, axes, etc).
Sample usage:
// enumerate available devices List<Joystick.DeviceInfo> devices = Joystick.GetAvailableDevices( ); foreach ( Joystick.DeviceInfo di in devices ) { System.Diagnostics.Debug.WriteLine( string.Format( "{0} : {1} ({2} axes, {3} buttons)", di.ID, di.Name, di.Axes, di.Buttons ) ); } // create new joystick and initialize it Joystick joystick = new Joystick( 0 ); // get its current status Joystick.Status status = joystick.GetCurrentStatus( ); // check if 1st button is pressed if ( status.IsButtonPressed( Joystick.Buttons.Button1 ) ) { // 1st button is pressed }