xinput.js
v1.0.0
Published
xinput wrapper. Access xinput based controllers.
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Node.js xinput wrapper. Access xinput based controllers
xinput.js wraps the xinput game controller API. Besides allowing raw access to the xinput device, it also provides a small wrapper class which emits events based on controller input.
Contents
Requirements
xinput is only available on Windows. Please ensure you have the required dependencies as well as Visual Studio installed.
Building
node-gyp is required to build xinput.js.
Install node-gyp using npm:
npm install -g node-gyp
Then configure and build:
node-gyp configure
node-gyp build
Examples
Simple
var xinput = require('../');
[0, 1, 2, 3]
.filter(n => xinput.IsConnected(n))
.map(n => xinput.WrapController(n, {
interval: 20,
deadzone: {
x: 0.20,
y: 0.15
},
holdtime: 500
}))
.forEach(gamepad => {
var n = gamepad.deviceNumber;
gamepad.addListener("button-long", (button, elapsed) => {
console.log("[%d] Hold button %s for %dms", n, button, elapsed);
/* After holding the button for a while ->
[1] Button buttons.a changed: true
[1] Hold button buttons.a for 501ms
[1] Button buttons.a changed: false
*/
});
gamepad.addListener("button-short", (button, elapsed) => {
console.log("[%d] Pressed button %s for %dms", n, button, elapsed);
/* After tapping the button for a short moment ->
[1] Button control.start changed: true
[1] Button control.start changed: false
[1] Pressed button control.start for 101ms
*/
});
gamepad.addListener("button-changed", (button, state) => {
console.log("[%d] Button %s changed: %s", n, button, state);
/* Find example output in both listeners above */
});
gamepad.addListener("analog-input", (input, data) => {
console.log("[%d] Holding %s at:", n, input, data);
/* Moving the left stick to the left ->
[1] Holding leftstick at: { x: -0.04042176580095827, y: 0 }
[1] Holding leftstick at: { x: -0.17329172643208102, y: 0 }
[1] Holding leftstick at: { x: -0.532532731101413, y: 0 }
[1] Holding leftstick at: { x: -0.8130359813226723, y: 0 }
[1] Holding leftstick at: { x: -0.9705114902188178, y: 0 }
[1] Holding leftstick at: { x: -1, y: 0 }
*/
/* Holding both triggers for a short moment ->
[1] Holding trigger at: { left: 0.2235294133424759, right: 0 }
[1] Holding trigger at: { left: 0.658823549747467, right: 0.16078431904315948 }
[1] Holding trigger at: { left: 1, right: 0.5098039507865906 }
[1] Holding trigger at: { left: 1, right: 0.9960784316062927 }
[1] Holding trigger at: { left: 1, right: 1 }
[1] Holding trigger at: { left: 1, right: 1 }
[1] Holding trigger at: { left: 1, right: 1 }
[1] Holding trigger at: { left: 1, right: 1 }
[1] Holding trigger at: { left: 1, right: 0.9960784316062927 }
[1] Holding trigger at: { left: 0.4313725531101227, right: 0.37254902720451355 }
*/
});
gamepad.addListener("connection-changed", (isConnected) => {
console.log("[%d] Connection state changed: %s", n, isConnected ? "Connected!" : "Disconnected!");
/* Pulling out the batteries + plugging them back in ->
[1] Connection state changed: Disconnected!
[1] Connection state changed: Connected!
*/
});
});
Raw
var xinput = require('../');
// Test all controllers 0-3
[0, 1, 2, 3].forEach(controllerNum => {
console.log("Controller %d connected:", controllerNum, xinput.IsConnected(controllerNum));
// -> Connected: true
if(xinput.IsConnected(controllerNum)) {
// Dump the current state
console.log("Controller %d state:", controllerNum, xinput.GetState(controllerNum));
/* -> {
// Digital inputs
buttons: { a: false, b: false, x: false, y: false },
dpad: { left: false, right: false, up: false, down: false },
shoulder: { left: false, right: false },
thumb: { left: false, right: false },
control: { back: false, start: false },
// Analog inputs
trigger: { left: 0, right: 0 },
leftstick: { x: -1679, y: 1514 },
rightstick: { x: -296, y: -3893 }
} */
// Vibrate and stop after 1s
xinput.Vibrate(controllerNum, 0.5, 0.5);
setTimeout(() => xinput.Vibrate(controllerNum, 0.0, 0.0), 1000);
}
});
License
MIT