xinput | Developing a way to send and emulate an xinput controller
kandi X-RAY | xinput Summary
kandi X-RAY | xinput Summary
Developing a way to send and emulate an xinput controller using PYXinput.
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- Set gamepad values .
- Initialize a new thread
- Initialize the button .
- Called when a message is received .
- Callback called when an error occurs .
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Trending Discussions on xinput
QUESTION
I am trying to plot specific lists from a selection of lists that I want to define by user input. However I don't know how to reference the list.
...ANSWER
Answered 2022-Feb-03 at 18:24You need to define aeroData
somewhere if you haven't already somewhere else we cannot see.
Also, plot
doesn't seem to be defined either. If you are trying to define it there you need:
QUESTION
GOAL
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.
PROBLEM
However when I test the game with a controller, pushing the joystick only a little bit will make the character move slower.
CODE
...ANSWER
Answered 2022-Jan-11 at 14:39If I understand you correct, you are looking for Math.Sign:
-1
if argument is negative0
if argument is zero1
if argument is positive
Code:
QUESTION
GOAL
I'm relatively new to Unity and I want my character to be able to run and jump at the same time causing the character to go up diagonally.
PROBLEM
However after making some adjustments to give the character some acceleration, the jump seems to clear all existing velocity, meaning the character goes up and then to the side instead of both at the same time:
(I apologise if its a bit hard to see)
CODE
This is my character movement script:
ANSWER
Answered 2022-Jan-09 at 23:05This is happening because you're setting the velocity of your rigidbody directly with rb.velocity = Vector2.up * jumpHeight
. So that will wipe all existing velocity.
If you want to just add a force to the velocity rather than replacing it entirely, you can do that with methods like Rigidbody2D.AddForce.
QUESTION
I know I did a similar post a day ago but I just ran into another problem. I have been making a 2 player multiplayer game in Godot. When I tried to sync animations with the host and the client, nothing is happening even though I am sending all the right info through to the client. I send the animation state to the client and then the client should play the animation state.
I don't know really anything I can do to troubleshoot this problem.
Player.gd:
...ANSWER
Answered 2021-Dec-20 at 19:39You make an RPC to _set_positon_and_animation_state
passing animationState
:
QUESTION
I have created an input library and I link with xinput.lib. The program that uses my input library crashes on start up before any user code is executed so it makes it pretty hard to debug. The program crashes during xinput dll loading which appears to happen in the generated dllmain function of my library. The error I get with the crash is “xinput: an invalid parameter was passed to a function that considers an invalid parameter an error”. If I add an empty dllmain function in my input library, everything works correctly and no crash. What could be causing the crash when no dllmain function exists. Seems like it’s a corruption of some sort and nothing to do specifically with xinput. However no user code has been executed before the crash so I’m lost at what it could be. Any thoughts? I’m on windows 11 and I’m using visual studio 2022 with clang-cl tool chain. I’d also like to point out that this was never an issue when I was using VS 2019 and windows 10. Could it be an issue with the new tool chain or os? Thank you.
EDIT 1:
Here is what the stack trace looks like when there is no dllmain in my library:
When i un-comment that empty DllMain in my library, there is no crash and everything works perfectly. Makes no sense since that DllMain does absolutely nothing.
EDIT 2:
I can confirm that this exact same behavior works on a complete empty project that links to Xinput.lib. Bare-bones console application with simple main() function that calls a function from a blank library that references Xinput.lib
...ANSWER
Answered 2021-Dec-03 at 19:32I can confirm that this must be a bug in the latest clang-cl tool-chain (it worked about 2 years ago when i was heavily working on this project). After using the msvc tool-chain, everything works as expected. I will file a bug report with Microsoft Visual Studio.
QUESTION
I have a method like the following one :
...ANSWER
Answered 2021-Nov-03 at 09:02Your test is running on one thread, and your code under test runs a new thread.
This means that your test verification runs before the runJob
method because of multithreading.
At that point the test saying "Wanted but not invoked" is correct (the test code ran, checked if the production method had ran, it had not ... aand then in the background the production code ran (too late)).
Ideally you should separate the control of threading from the logic in your app. Wrap the Thread
in a ThreadFactory
, for real code you can pass an actual Thread, for test code you can pass an object that runs the code instantly (on the same thread).
Or (not recommended) you hack your test (this will help you understand):
QUESTION
my current code uses the world directions but i need it to use the direction of my camera (ignoring the y axis)
here is my current code:
...ANSWER
Answered 2021-Aug-16 at 05:33I did exactly the same a few years ago, this is the (cleaned) snippet of code that should do what you want. absoluteMovement
is the vector in world position that needs to be added to your object. Like you in your example I removed the Y-Axis from the equation.
QUESTION
I have a function which creates some labels and input fields and a button. I want the button's command function manage objects from this function. Can I do this without making variables global?
Here's the code:
...ANSWER
Answered 2021-Aug-09 at 14:24I'd "partially apply" the function. First, change your callback to accept four arguments:
QUESTION
Sorry if I messed up this post or something, my first time ever posting on Stackoverflow, I'd usually ask a discord server for help but they don't do C++, I'm pretty new to C++ and I am trying to develop a Bakkesmod plugin, it uses XInput, the idea is that it updates you when the controller battery level changes, though I'm not sure how I would get the battery information for it, it mentions to send a pointer but that's a bit tricky for me, I'd love if someone explained it. API Reference
...ANSWER
Answered 2021-Jul-25 at 15:21You need to create a variable of type XINPUT_BATTERY_INFORMATION
and pass a pointer to it.
QUESTION
I'm experimenting with creating a super simple Tensorflow network (one data processing Lambda layer), and then converting the model to ONNX and verifying the results match when calling the ONNX model from onnxruntime. I'm using Tensorflow v2.5.0. & onnxruntime v1.8.1.
...ANSWER
Answered 2021-Jul-14 at 23:59Looks like you found a bug in tf2onnx. Here's a fix: https://github.com/onnx/tensorflow-onnx/pull/1616
If you were just doing a test and don't want to wait for the fix to merge, try using a positive shift value.
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Install xinput
You can use xinput like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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