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
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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.

This package is not used by any popular GitHub repositories.

Version History

Version Downloads Last updated
1.0.0.2 196 10/3/2018
1.0.0.1 245 6/22/2018