![]() ![]() So to press a virtual joystick button and release it, you set a bit to 1, wait x ms (try 50ms), then set the bit to zero. buttons: This is an array of 16 bytes, which is 128 bits, which corresponds to 128 buttons.A hat switch indicates direction, such as in a flight sim, head-look to the right. hat: This is a single byte that represents the position of the hat switch.Dial and Wheel: Rarely found on joysticks, except maybe the really expensive ones.Slider: This is usually used as a throttle.These are the standard joystick axis where you have pitch=RY, Roll=RY and Yaw=RZ. ![]() RX, RY, RZ: These are rotational axis positions.The original spec designers where really thinking ahead to 6DOF, but I have never seen a physical joystick slide along an X, Y or Z axis. These are more appropriate for a 6DOF device where you can slide along an axis, as well as rotating around the axis. X, Y, Z: These are translational axis positions.Set it to 2 to send axis, hat and button info. Set it to 1 to reset axis, hat and buttons. } HIDMINI_CONTROL_INFO, * PHIDMINI_CONTROL_INFO This corresponds to the following c struct (this is the actual receiving input report struct from the driver source):īYTE hat //array of 8 bits, one per hat positionīYTE buttons //array of 128 bits, one per button Public Byte btn0 //you really could use a byte array here instead, but it's a bit more complex to implement, so we didn't do that here Hat: Byte //array of 8 bits, one per hat positionīuttons: array of Byte //array of 128 bits, one per button This is just the terminology left over from Delphi’s JCL and JVCL libraries.: In our Delphi source we call this a Feature, but really it is a standard HID Input Report. Here’s the joystick driver report Delphi data format. Joystick driver reports are based sdk/delphi/common/hut1_12v2.pdf Delphi Then send a packed record as a ‘Feature Report’ to the driver. Sending Data to the Driverįirst, iterate through all drivers until you find ‘Tetherscript Virtual Joystick’ and connect to that driver. Using Ry as an example (roll in an airplane), 0 would be deflected fully left, 16384 is neutral, 32767 is full right deflection. It is in your control, and that’s a good thing.Įach of the X, Y, Z, Rx, Ry, Rz, Slider, Dial and Wheel axis accept values from 0 to 32767. ![]() You can deadzone, smooth and curve the data all you want and then send it to the joystick driver. The value you send to the driver is the value the driver consumer (a game?) will use. Linear values can be really frustrating to use by end-users.Īnd finally, joysticks axis can also drift over time and go out of calibration.Ī virtual joystick driver has none of these problems. Joysticks also report stick deflection in as a linear value, and this is why games have axis curves. But a lot of sticks, expensive ones included, will have a ‘noise’ while in neutral. Leaving the stick in the neutral position should only send an unchanged value if you aren’t touching the stick. You can see this if you tweak the Reader code to open a real physical joystick you have laying around. Throttle quadrants will usually take over the slider for throttle and maybe use the wheel axis as well. Good joysticks have Rx, Ry, Rz (Rudder) and slider for throttle, and maybe a dial. That’s why game devs don’t assume that the axis will be used correctly, and allow you to map each joystick driver axis output to a game axis input. There doesn’t seem to be much logic behind this, but this is what manufacturers, and their driver makers do. Cheap joysticks are full of surprises though, where they may take something like a Rx, which means rotate about the X axis, which would be a pitching motion if it were an aircraft sim, and map it to something strange like Ty. ![]() Cheap joysticks may have Rx, Ry and a Slider for throttle. The joystick driver supports nine analog axis. ![]()
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