使用C#.NET从操纵杆输入

chr*_*892 19 .net c# input joystick human-interface

我在Google上搜索了这个,但我想出的唯一的东西已经过时而且没有用.

有没有人有关于如何使用C#.NET获取操纵杆数据的任何信息?

Val*_*mar 26

由于这是我在研究C#中的操纵杆/游戏手柄输入时获得谷歌的最大热门,我想我应该发布一个响应给别人看.

我发现最简单的方法是使用SharpDX和DirectInput.你可以通过NuGet(SharpDX.DirectInput)安装它

在那之后,只需要调用一些方法:

示例代码来自SharpDX

static void Main()
{
    // Initialize DirectInput
    var directInput = new DirectInput();

    // Find a Joystick Guid
    var joystickGuid = Guid.Empty;

    foreach (var deviceInstance in directInput.GetDevices(DeviceType.Gamepad, 
                DeviceEnumerationFlags.AllDevices))
        joystickGuid = deviceInstance.InstanceGuid;

    // If Gamepad not found, look for a Joystick
    if (joystickGuid == Guid.Empty)
        foreach (var deviceInstance in directInput.GetDevices(DeviceType.Joystick, 
                DeviceEnumerationFlags.AllDevices))
            joystickGuid = deviceInstance.InstanceGuid;

    // If Joystick not found, throws an error
    if (joystickGuid == Guid.Empty)
    {
        Console.WriteLine("No joystick/Gamepad found.");
        Console.ReadKey();
        Environment.Exit(1);
    }

    // Instantiate the joystick
    var joystick = new Joystick(directInput, joystickGuid);

    Console.WriteLine("Found Joystick/Gamepad with GUID: {0}", joystickGuid);

    // Query all suported ForceFeedback effects
    var allEffects = joystick.GetEffects();
    foreach (var effectInfo in allEffects)
        Console.WriteLine("Effect available {0}", effectInfo.Name);

    // Set BufferSize in order to use buffered data.
    joystick.Properties.BufferSize = 128;

    // Acquire the joystick
    joystick.Acquire();

    // Poll events from joystick
    while (true)
    {
        joystick.Poll();
        var datas = joystick.GetBufferedData();
        foreach (var state in datas)
            Console.WriteLine(state);
    }
}
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我希望这有帮助.

我甚至可以使用DualShock3和MotioninJoy驱动程序.

  • 这是最容易实现的。谢谢你! (2认同)

Adr*_*Cox 13

一:使用SlimDX.

二:它看起来像这样(GamepadDevice我自己的包装器在哪里,代码缩小到相关部分).

找到操纵杆/垫GUID:

    public virtual IList<GamepadDevice> Available()
    {
        IList<GamepadDevice> result = new List<GamepadDevice>();
        DirectInput dinput = new DirectInput();
        foreach (DeviceInstance di in dinput.GetDevices(DeviceClass.GameController, DeviceEnumerationFlags.AttachedOnly))
        {
            GamepadDevice dev = new GamepadDevice();
            dev.Guid = di.InstanceGuid;
            dev.Name = di.InstanceName;
            result.Add(dev);
        }
        return result;
    }
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用户从列表中选择后,获取游戏手柄:

   private void acquire(System.Windows.Forms.Form parent)
    {
        DirectInput dinput = new DirectInput();

        pad = new Joystick(dinput, this.Device.Guid);
        foreach (DeviceObjectInstance doi in pad.GetObjects(ObjectDeviceType.Axis))
        {
            pad.GetObjectPropertiesById((int)doi.ObjectType).SetRange(-5000, 5000);
        }

        pad.Properties.AxisMode = DeviceAxisMode.Absolute;
        pad.SetCooperativeLevel(parent, (CooperativeLevel.Nonexclusive | CooperativeLevel.Background));
        pad.Acquire();
    }
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轮询垫看起来像这样:

        JoystickState state = new JoystickState();

        if (pad.Poll().IsFailure)
        {
            result.Disconnect = true;
            return result;
        }

        if (pad.GetCurrentState(ref state).IsFailure)
        {
            result.Disconnect = true;
            return result;
        }

        result.X = state.X / 5000.0f;
        result.Y = state.Y / 5000.0f;
        int ispressed = 0;
        bool[] buttons = state.GetButtons();
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  • 由于人们仍然在阅读这个答案,我应该注意到我后来切换到RawInput:http://stackoverflow.com/a/12988935/184998 (3认同)