Unigine.ControlsJoystick Class
Inherits from: | Controls |
This class handles joystick input. Generic joysticks can be hot-plugged. So, you can connect your joystick before or after create an instance of this class.
The ControlsJoystick class provides access to the following controller input:
- Axes detect movement along X and Y axes (if a joystick is two-axis, which is the most typical case) and along Z axis (if it is three-axis one). Two-axis joysticks are configured in such a way that left-to-right movement of the stick is mapped to the movement along the X axis, while movement from backward to forward (down-up) indicates movement along the Y axis. In case of 3D joystick, twisting the stick to the left (counter-clockwise) or to the right (clockwise) corresponds to movement along the Z axis.
Axes are quired for their states via getAxis(). To provide smooth interpolation between frames and avoid jerks, axis values can be filtered via setFilter(). - Buttons correspond to the each button on the controller and can be either pressed or unpressed. Just in case with mouse/keyboard controls, they can be mapped to the specific controls states to bind input events and programmed actions.
You can either bind buttons in the code via setStateButton() or let the user assign the button for a control state via getStateEvent(). - POV (Point-Of-View) hat switches indicate the direction of view and support a number of positions such as left, right, up and down (similar to a D-pad).
A joystick should update the physical state of all its input controls (i.e. check whether the user has pressed the button, for example) each frame using updateEvents().
See also#
A UnigineScript API sample <UnigineSDK>/data/samples/controls/joystick_00
ControlsJoystick Class
Enums
POV#
POV (Point-of-View) switch or DPad states.Properties
int NumButtons#
The number of buttons supported by the joystick.
int NumPovs#
The number of POV hat switches supported by the joystick.
int NumAxes#
The number of axes supported by the joystick.
float Filter#
The filter value used to correct the current state of the joystick axis relative to the previous one:
- Filter value of 0 means there is no interpolation and the current value is not corrected.
- Filter value of 1 means the previous state is used instead of the current one.
string Name#
The name of the joystick.
bool IsAvailable#
The value indicating if the joystick is available.
int Number#
The joystick number. There can be several joysticks connected, this number is used to identify a particular one.
int ProductVersion#
The version of the product established by the manufacturer of the device. This can be very useful in case your application uses non-standard custom input devices to ensure proper configuration (dead zones, inverse flags, correction curves, etc.).
int Product#
The unique identifier for the product (GUID). This identifier is established by the manufacturer of the device. This can be very useful in case your application uses non-standard custom input devices to ensure proper configuration (dead zones, inverse flags, correction curves, etc.).
int Vendor#
The unique identifier of the device manufacturer (vendor). This can be very useful in case your application uses non-standard custom input devices to ensure proper configuration (dead zones, inverse flags, correction curves, etc.).
string Guid#
The GUID created on the basis of vendor and product identifiers and product version number. It enables you to identify device model (Controller XBox One, etc.), however, it will be the same for two identical models.
int DeviceType#
The device type. One of the Input.DEVICE_TYPE_* values indicating whether it is a wheel, throttle, or other device.
int PlayerIndex#
The index of player for the joystick. Some devices support connection of multiple players (e.g., XBox 360 supports up to four players connected through XBox 360 gamepads).
Members
ControlsJoystick ( int num ) #
Constructor. Creates a new joystick.Arguments
- int num - Joystick number.
float GetAxis ( int axis ) #
Returns a state value of a given axis. It includes position of the joystick along the following axes: X, Y (two-axis joystick) and Z (three-axis joystick). When a joystick is in the center position, X and Y axes values are zero. Negative values indicate left or down; positive values indicate right or up.Arguments
- int axis - Axis number.
Return value
Value in range [-1; 1].string GetAxisName ( int axis ) #
Returns the name of a given axis.Arguments
- int axis - Axis number.
Return value
Axis name.int GetButton ( int button ) #
Returns a button state (pressed or not pressed).Arguments
- int button - Button number.
Return value
1 if the button is pressed; otherwise, 0.string GetButtonName ( int button ) #
Returns the name of a given button.Arguments
- int button - Button number.
Return value
Button name.ControlsJoystick.POV GetPov ( int pov ) #
Returns a POV hat switch state. POV hats support the following positions: left, right, up and down.Arguments
- int pov - POV pad number.
Return value
One of the following:- -1 — not pressed
- 0 — pressed "up"
- 4500 — pressed "up" and "right"
- 9000 — pressed "right"
- 13500 — pressed "down" and "right"
- 18000 — pressed "down"
- 22500 — pressed "down" and "left"
- 27000 — pressed "left"
- 31500 — pressed "up" and "left"
string GetPovName ( int pov ) #
Returns the name of a given POV hat switch.Arguments
- int pov - POV hat number.
Return value
POV hat name.void SetStateButton ( int state, int button ) #
Sets a joystick button that switches a given state on or off.Arguments
- int state - State (one of the CONTROLS_STATE_* variables).
- int button - Button number.
int GetStateButton ( int state ) #
Returns a game pad button that switches a given state on and off.Arguments
- int state - State (one of the CONTROLS_STATE_* variables).
Return value
Button that switches the given state.void GetStateEvent ( int state ) #
Lets the user assign a joystick button to a given state.Arguments
- int state - State (one of the CONTROLS_STATE_* variables), to which a button is going to be assigned.
int IsStateEvent ( ) #
Returns a value indicating if a joystick button is successfully assigned to a state.Return value
1 if a button is already assigned; otherwise, 0.string GetStateName ( int state ) #
Returns the name of a given state, that was assigned to one of controls.Arguments
- int state - State (one of the CONTROLS_STATE_* variables).
Return value
State name.int ClearButton ( int button ) #
Returns a button state and clears it to 0 (not pressed).Arguments
- int button - Button number.
Return value
1 if the button is pressed, and this function was not called previously in the current frame; otherwise, 0.bool SaveState ( Stream stream ) #
Saves ControlsJoystick settings into the stream.Example using saveState() and restoreState() methods:
// initialize a node and set its state
ControlsJoystick joystick = new ControlsJoystick(1);
joystick.SetStateButton(0,1);
// save state
Blob blob_state = new Blob();
joystick.SaveState(blob_state);
// change the node state
joystick.SetStateButton(2,1);
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
joystick.RestoreState(blob_state);
Arguments
- Stream stream - The stream to save controls data.
Return value
true if the ControlsJoystick settings are saved successfully; otherwise, false.bool RestoreState ( Stream stream ) #
Restores ControlsJoystick settings from the stream.Example using saveState() and restoreState() methods:
// initialize a node and set its state
ControlsJoystick joystick = new ControlsJoystick(1);
joystick.SetStateButton(0,1);
// save state
Blob blob_state = new Blob();
joystick.SaveState(blob_state);
// change the node state
joystick.SetStateButton(2,1);
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
joystick.RestoreState(blob_state);
Arguments
- Stream stream - The stream to save controls data.
Return value
true if the ControlsJoystick settings are restored successfully; otherwise, false.int UpdateEvents ( ) #
Scans the joystick controls (synchronizes joystick button states with the controller itself). Should be called each frame.On Windows, in case a joystick is not connected, this function can substantially increase per-frame update time. (This happens due to calling
IDirectInput8::EnumDevices() method.)
Return value
0 if a joystick is not found or updateEvents() already has been called for the frame; otherwise 1.float GetAxisInitialValue ( int axis ) #
Returns an initial value for the specified axis.Arguments
- int axis - Axis number.
Return value
Current initial value used for the specified axis.Last update:
2022-12-14
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