joystick | A minimal C object-oriented API onto joystick

 by   drewnoakes C++ Version: Current License: Apache-2.0

kandi X-RAY | joystick Summary

kandi X-RAY | joystick Summary

joystick is a C++ library typically used in Internet of Things (IoT), Arduino applications. joystick has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A minimal C++ object-oriented API onto joystick devices under Linux.

            kandi-support Support

              joystick has a low active ecosystem.
              It has 125 star(s) with 38 fork(s). There are 11 watchers for this library.
              It had no major release in the last 6 months.
              There are 1 open issues and 3 have been closed. On average issues are closed in 616 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of joystick is current.

            kandi-Quality Quality

              joystick has 0 bugs and 0 code smells.

            kandi-Security Security

              joystick has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              joystick code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              joystick is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              joystick releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            joystick Key Features

            No Key Features are available at this moment for joystick.

            joystick Examples and Code Snippets

            No Code Snippets are available at this moment for joystick.

            Community Discussions


            How to make a Stack of Gesture Detectable Custom Painted Shapes
            Asked 2022-Mar-23 at 16:11

            I managed to make these 3 weird shapes using CustomPainter the slide button shape, pan button shape and tilt button shape respectively... i want to make them detectable so i added GestureDetector but it doesnt work properly.

            This is how i Stacked my Custom Painted shapes, I added GestureDetector to each CustomPaint but the area that they are gesture detectable are off completely i want the shapes to be detectable only within the boundaries of the shape.



            Answered 2022-Mar-23 at 16:11

            instead of CustomPainter you should extend ShapeBorder, something like PathBorder class below:



            Character selection and uploading characters to the scene with photon pun2
            Asked 2022-Mar-18 at 02:15

            I'm trying to develop a 3D multiplayer game with Unity. I don't know much about Photon, there are similar questions to the one I'm going to ask, but I still haven't found a solution. I will be glad if you help. I have two scenes named "menu" and "game". In the menu scene, users make character selection after authenticating with playfab. After completing the selection, they connect to the lobby and set up a room and load the game scene. So far everything is successful. However, when the game scene is loaded, I have difficulty loading the characters selected by the users into the scene.

            Here is the code file where I make the users choose their characters:



            Answered 2022-Mar-18 at 02:15

            Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.



            GLFW Window poll events lag
            Asked 2022-Feb-24 at 09:15

            I have a problem handling GLFW poll events. As far as I know, all user input events are handled via callbacks or via constantly checking keyboard / mouse states. The latter is not so efficient an can even result in missing some input (e. g. when button pressed and then released between checking state). What is more, some events like window resizing cannot be handled without callbacks.

            So, the problem is that whenever user starts resizing window (presses mouse button but doesn't move mouse), the app seems to freeze. This is, assuming resize callback is enabled and defined validly (even when copied right from GLFW API). And the problem is not that window doesn't redraw. Redraw on callback can be done with creating and calling own render() function in callback function.

            The actual problem is that even when I handle resize event properly and redraw on callback, there is still some lag. This lag is after mouse press on decorated window border and when mouse is not moving. Here's a demonstration (button click is highlighted green):

            Sorry for messed up GIF. All callbacks listed in GLFW API are enabled and handled (window-, input-, joystick- and monitor-callbacks) and redraw is called in each one. It seems that I'm missing some of the callbacks or GLFW just works like that.

            According to this answer, this can't be done without threading:

            That only works when the user moves the mouse while holding - just holding left-click on the resize window part still stalls. To fix that, you need to render in a separate thread in addition to this. (No, you can't do that without threading. Sorry, this is how GLFW works, no one except them can change it.)

            So, the questions are:

            1. How can I fix this issue without threading? If I can't, I guess I can emulate resizing with different cursors shapes and resizing zones or smth like that...
            2. If this is still impossible to solve in GLFW, do other GLFW alternatives have this issue?
            3. Are there any problems with GLFW similar to this one?


            Answered 2022-Feb-24 at 09:15

            GLFW is not at fault here. It's how the operating system handles certain user input events like mouse down on the decorator resize handles of a window or moving the whole window.

            See this answer for a more elaborate detail: Win32: My Application freezes while the user resizes the window

            GLFW uses the standard Windows PeekMessage -> TranslateMessage/DispatchMessage loop which you will find in any GUI Windows application. This will get invoked when you call glfwPollEvents() and it processes all Window event messages that the OS has accumulated so far for all windows in this process. After all messages so far have been processed, the call to glfwPollEvents() will return and will allow your own window/game loop to continue.

            What happens is that once the user clicks down the window decoration's resize handles, effectively the call to glfwPollEvents() will block within the OS itself in order for the OS / window-manager to intercept the mouse and keyboard messages to do its window resizing/reshaping thing.

            I'm afraid that even though Windows will inform the process about the start of a window resize or move action (after which the OS will have control of the window message processing) and GLFW already handling these events internally, right now GLFW will not notify the client application about this. It would be possible though for GLFW to provide an appropriate event callback to the application, so that the application can start a timer or thread only for as long as the window resize/move action happens (as is also mentioned in the linked other Stackoverflow answer).

            So, the only thing that you can do in order to keep rendering while the user holds onto the resize handles or while the user moves the window around, is to render in a separate thread.



            Python, FreePIE emulator mod for mad max
            Asked 2022-Jan-24 at 16:05

            I have a little python script from a modder that made it possible for mad max to walk on PC. He uses freePie to emulate a joystick and that way you can toggle with shift and Ctrl,the speed in which Max walks. The thing is the script joystick feels extremely sticky and slow as it tries to emulate a joystick with mouse and keyboard, and there is no way to get past that it seems.. Here is the script



            Answered 2021-Dec-09 at 10:14

            You add a variable which stops the game when set to 1 for example:



            How to round joystick input to 1 or -1?
            Asked 2022-Jan-11 at 14:39

            So I want my game to support xbox / playstation controllers. I want the joystick to allow you to move left / right, at one speed, no matter how far the joystick is moved.

            However when I test the game with a controller, pushing the joystick only a little bit will make the character move slower.




            Answered 2022-Jan-11 at 14:39

            If I understand you correct, you are looking for Math.Sign:

            • -1 if argument is negative
            • 0 if argument is zero
            • 1 if argument is positive




            Need to convert strint to int quickly python
            Asked 2021-Dec-26 at 18:58

            I have a program that is supposed to take joystick position readings from an arduino (over serial), and translate them to mouse movements on my computer.

            There is only one problem with this...
            The string to integer conversion is way too slow, and it takes forever for the movements to register.
            I need either a faster way to convert a string to an integer value, or a way to skip the conversion altogether.

            This is my current code:



            Answered 2021-Dec-26 at 18:54

            Perhaps something like this will work? This way you can read more than one line of input for each time you call move(). Some lines of input will be ignored, but that seems necessary if you're getting input faster than you can use it.



            I have disabled multi touch but still not working unity
            Asked 2021-Dec-02 at 11:40

            I have disabled multitouch but still, when I place second finger on the screen my joystick snaps to the second finger position.



            Answered 2021-Dec-02 at 11:40
            public class GameManager : MonoBehaviour
                private void Awake()
                    Input.multiTouchEnabled = false;



            How to design a smooth UI scroll inside Update() for a Unity VR application?
            Asked 2021-Nov-09 at 11:52

            I am developing a VR application in Unity and I am struggling to develop a smooth UI scroll using my VR controller's joystick. So far what I have looks like this...



            Answered 2021-Nov-09 at 11:52

            Actually you don't necessarily go through the ScrollRect component itself.

            I usually would simply do



            Use Mobile Joystick with Unity 3d RigidBody
            Asked 2021-Oct-20 at 16:01

            I am developing a mobile 3D app. I have a game object that has a rigid body and I move it with a joystick.

            I got it to the point that I can move the object forward when I take the vertical input and rotate it when I take horizontal input from the joystick.

            The problem is that when I rotate the rigid body 90 deg I would expect to use horizontal input to move the object forward or backward and rotate it with vertical joystick input. Basically I want the object to move forward where joystick is being pulled, but with the current set up I have to pull joystick upwards even if object is facing left or right sides. I hope I explained it well. If not know, please let me know, I will explain it more.



            Answered 2021-Oct-20 at 16:01

            If someone would need it. Here it is. It is simple movement with mobile joystick. You might want to modify it to your needs if you have complex movements



            Z80 function called by Joystick button prints extra strings instead of the expected one
            Asked 2021-Aug-27 at 18:14

            While exploring joystick connection to the Z80 games I've got this code, which should print 1 letter when I press Up, Left or Right. But for some reason when I press Left it prints lru, when I press Right it prints ru, and u after pressing Up.



            Answered 2021-Aug-27 at 18:14

            The subroutines change the value of the BC register so if one of them is called the subsequent IN A,(C) instructions will read the wrong port.

            Put a LD BC,31 before every IN A,(C) to fix this. Or you could save and restore BC in the subroutines with a push and pop like so:


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install joystick

            You can download it from GitHub.


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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