![]() ![]() Version 2.0 aligns with the Arduino defaults (which is 0 to 1023). > I also assume that the value range expected by the library is -127 to +127. For example, to set the Y axis for Joystick #4 (the index would be 3) to 100: > And if you have 8 joysticks, how do you refer to them? "X", "Y", "Z". > Is it correct that I can write a value to a channel by tXAxis(analog value) ? Having 8 joysticks with an X and Y each is just a matter of creating 8 instances of the Joystick class and giving them each a unique hidReportId. A lot of games max out at 6.You can learn more about this at. You can also turn on some of the other analog inputs, like Accelerator and Throttle, but your game would need to support reading those values. The USB specification defines X, Y, Z, RX, RY, and RZ axes (which gets you to 6), but does not give you the ability to create more. Having 8 axes on a single joystick is tricky. Question: Do you want a single joystick with 8 axes or do you want 8 joysticks with an X and Y axis each? > If I want 8 analog joysticks and no digital buttons, how would set up that? These are explained in the constructor portion of the Joystick Library API located in the ReadMe file. I think most of your answers can be found on the ReadMe file at. Is that correct? If the above is true, then wouldn't JoyStick_Value = (analogRead(1) > 2) - 127 do the right thing? then what? I also assume that the value range expected by the library is -127 to +127. And if you have 8 joysticks, how do you refer to them? "X", "Y", "Z". I was thinking if 'channel' is a variable that lets you write to any channel, but 'setXAxis' refers to a particular channel. Is it correct that I can write a value to a channel by tXAxis(analog value) ? But I'm confused by the 'setXAxis' part. What are the numbers "32" and "1" for? What does "true,true, false, true, true." mean? What is gcCycleDelta? What is gcAnalogDelta? If I want 8 analog joysticks and no digital buttons, how would set up that? I look at each individual analog joystick as a "channel". But I have some more questions: In the Multiple Joystick Test program example - There is a line JOYSTICK_TYPE_MULTI_AXIS 32,1,true,true, false, true, true, false, false, false. I figured out how to read analog channels on an Arduino, and I can read them and send values to the terminal. ![]() Mattew, I downloaded and installed the latest version of the joystick library. And what is the reference? 3.3V, Vcc, something else? I looked through the joystick library and I can't figure out how to make all channels analog, and what is the syntax to get an A/D reading into a 8-bit joystick "position". But how many bits are returned - 8? 10? 12? 16?. I don't need any toggle or "hat" switches at all. I need at least 8 ANALOG channels where an input voltage of 1-4V sets the output. This gives me virtually unlimited control range. This will allow me to use my laptop's 4G LTE connection to send commands to my quadcopter (which also has a 4G connection). A program called MISSION PLANNER running on my laptop does the conversion between the joystick and Mavlink. My goal is to use an ordinary hand-held R/C controller with 8 pots (pitch, roll, yaw ,throttle, mode, camera pitch, camera yaw, spare) to control a quadcopter using my laptop and the Mavlink Protocol. I'm an experienced PIC Basic Pro (PBP) programmer. Matthew, I apologize for my lack of knowledge. Only needs to be called if AutoSendState is false (see Joystick.begin for more details). Sends the updated joystick state to the host computer. 44° is rounded down to 0°, 89° is rounded down to 45°, etc.). Any value less than 45° will be rounded down (i.e. The value is from 0° to 360°, but in 45° increments. hat switch #1 is 0 and hat switch #2 is 1). Sets the value of the specified hat switch. ![]() The button is the 0-based button number (i.e. The value is 1 if the button is pressed and 0 if the button is released. Stops the game controller emulation to a connected computer. If initAutoSendState is set to false, the ndState method must be called to update the game controller state. By default all methods update the game controller state immediately. Starts emulating a game controller connected to a computer. The following describes the Joystick library that is included in the updated USBAPI.h and HID.cpp files. Now that the Arduino Leonardo or Arduino Micro has the Joystick library, the Arduino can be used for custom game controller projects. ![]()
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