- Joystick Key Mapper
- Sc Joystick Mapper Windows 10
- Joystick To Keyboard Mapper
- Sc Joystick Mapper Windows 10
Page 1 of 9 - UJR - Universal Joystick Remapper (Using vJoy) - posted in Gaming Scripts: What is it? A program to combine axes, buttons and the 1st hat from any of your physical joysticks into one or more 8 axis, 32 button virtual joysticks. It should work with any game If the joystick you wish to use appears in Windows game controller list, it will work with UJR.
This page describes the basics of programming for Xbox One-certified flight sticks using Windows.Gaming.Input.FlightStick and related APIs for the Universal Windows Platform (UWP).
By reading this page, you'll learn:
- how to gather a list of connected flight sticks and their users
- how to detect that a flight stick has been added or removed
- how to read input from one or more flight sticks
- how flight sticks behave as UI navigation devices
Overview
- Joysticker - A Scriptable Joystick to Keyboard Mapper. A Scriptable Joystick to Keyboard Mapper for Windows. Pixelbyte Studios. Itch.io Community profile.
- Getting Started Overview: The main screen (1st picture) lets you select a list of previously saved configurations that are easily modifiable. In the configuration screen (2nd picture), just select the joystick input (buttons, axes, dpads) and the desired output (keyboard keys, mouse movement, scroll, etc).
![Mapper Mapper](https://i.ytimg.com/vi/xTcC2o0j6VE/maxresdefault.jpg)
Flight sticks are gaming input devices that are valued for reproducing the feel of flight sticks that would be found in a plane or spaceship's cockpit. They're the perfect input device for quick and accurate control of flight. Flight sticks are supported in Windows 10 and Xbox One UWP apps by the Windows.Gaming.Input namespace.
Xbox One flight sticks are equipped with the following controls:
- A twistable analog joystick capable of roll, pitch, and yaw
- An analog throttle
- Two fire buttons
- An 8-way digital hat switch
- View and Menu buttons
Note
The View and Menu buttons are used to support UI navigation, not gameplay commands, and therefore can't be readily accessed as joystick buttons.
UI navigation
In order to ease the burden of supporting the different input devices for user interface navigation and to encourage consistency between games and devices, most physical input devices simultaneously act as separate logical input devices called UI navigation controllers. The UI navigation controller provides a common vocabulary for UI navigation commands across input devices.
As a UI navigation controller, a flight stick maps the required set of navigation commands to the joystick and View, Menu, FirePrimary, and FireSecondary buttons.
Navigation command | Flight stick input |
---|---|
Up | Joystick up |
Down | Joystick down |
Left | Joystick left |
Right | Joystick right |
View | View button |
Menu | Menu button |
Accept | FirePrimary button |
Cancel | FireSecondary button |
Flight sticks don't map any of the optional set of navigation commands.
Detect and track flight sticks
Detecting and tracking flight sticks works in exactly the same way as it does for gamepads, except with the FlightStick class instead of the Gamepad class. See Gamepad and vibration for more information.
Append(flightStick);}```### Adding and removing flight sticksWhen a flight stick is added or removed, the [FlightStickAdded](/uwp/api/windows.gaming.input.flightstick#Windows_Gaming_Input_FlightStick_FlightStickAdded) and [FlightStickRemoved](/uwp/api/windows.gaming.input.flightstick#Windows_Gaming_Input_FlightStick_FlightStickRemoved) events are raised. You can register handlers for these events to keep track of the flight sticks that are currently connected.The following example starts tracking a flight stick that's been added:```cppFlightStick::FlightStickAdded += ref new EventHandler([] (Platform::Object^, FlightStick^ args){ // This code assumes that you're interested in all new flight sticks. myFlightSticks->Append(args);});```The following example stops tracking a flight stick that's been removed:```cppFlightStick::FlightStickRemoved += ref new EventHandler![Sc joystick mapper windows 10 Sc joystick mapper windows 10](https://img.disc-soft.com/blog/how-to-use-joystick-mapper-for-windows-img-5.png)
Reading the flight stick
After you identify the flight stick that you're interested in, you're ready to gather input from it. However, unlike some other kinds of input that you might be used to, flight sticks don't communicate state-change by raising events. Instead, you take regular readings of their current state by polling them.
Polling the flight stick
Polling captures a snapshot of the flight stick at a precise point in time. This approach to input gathering is a good fit for most games because their logic typically runs in a deterministic loop rather than being event-driven. It's also typically simpler to interpret game commands from input gathered all at once than it is from many single inputs gathered over time.
You poll a flight stick by calling FlightStick.GetCurrentReading. This function returns a FlightStickReading that contains the state of the flight stick.
The following example polls a flight stick for its current state:
In addition to the flight stick state, each reading includes a timestamp that indicates precisely when the state was retrieved. The timestamp is useful for relating to the timing of previous readings or to the timing of the game simulation.
Joystick Key Mapper
Reading the joystick and throttle input
Sc Joystick Mapper Windows 10
The joystick provides an analog reading between -1.0 and 1.0 in the X, Y, and Z axes (roll, pitch, and yaw, respectively). For roll, a value of -1.0 corresponds to the left-most joystick position, while a value of 1.0 corresponds to the right-most position. For pitch, a value of -1.0 corresponds to the bottom-most joystick position, while a value of 1.0 corresponds to the top-most position. For yaw, a value of -1.0 corresponds to the most counterclockwise, twisted position, while a value of 1.0 corresponds to the most clockwise position.
In all axes, the value is approximately 0.0 when the joystick is in the center position, but it's normal for the precise value to vary, even between subsequent readings. Strategies for mitigating this variation are discussed later in this section.
The value of the joystick's roll is read from the FlightStickReading.Roll property, the value of the pitch is read from the FlightStickReading.Pitch property, and the value of the yaw is read from the FlightStickReading.Yaw property:
Joystick To Keyboard Mapper
When reading the joystick values, you'll notice that they don't reliably produce a neutral reading of 0.0 when the joystick is at rest in the center position; instead, they'll produce different values near 0.0 each time the joystick is moved and returned to the center position. To mitigate these variations, you can implement a small deadzone, which is a range of values near the ideal center position that are ignored.
One way to implement a deadzone is to determine how far the joystick has moved from the center, and ignore readings that are nearer than some distance you choose. You can compute the distance roughly—it's not exact because joystick readings are essentially polar, not planar, values—just by using the Pythagorean theorem. This produces a radial deadzone.
The following example demonstrates a basic radial deadzone using the Pythagorean theorem:
Reading the buttons and hat switch
Each of the flight stick's two fire buttons provides a digital reading that indicates whether it's pressed (down) or released (up). For efficiency, button readings aren't represented as individual boolean values—instead, they're all packed into a single bitfield that's represented by the FlightStickButtons enumeration. In addition, the 8-way hat switch provides a direction packed into a single bitfield that's represented by the GameControllerSwitchPosition enumeration.
Note
Flight sticks are equipped with additional buttons used for UI navigation such as the View and Menu buttons. These buttons are not part of the
FlightStickButtons
enumeration and can only be read by accessing the flight stick as a UI navigation device. For more information, see UI navigation controller.The button values are read from the FlightStickReading.Buttons property. Because this property is a bitfield, bitwise masking is used to isolate the value of the button that you're interested in. The button is pressed (down) when the corresponding bit is set; otherwise, it's released (up).
The following example determines whether the FirePrimary button is pressed:
The following example determines whether the FirePrimary button is released:
Sometimes you might want to determine when a button transitions from pressed to released or released to pressed, whether multiple buttons are pressed or released, or if a set of buttons are arranged in a particular way—some pressed, some not. For information on how to detect each of these conditions, see Detecting button transitions and Detecting complex button arrangements.
The hat switch value is read from the FlightStickReading.HatSwitch property. Because this property is also a bitfield, bitwise masking is again used to isolate the position of the hat switch.
The following example determines whether the hat switch is in the up position:
The following example determines if the hat switch is in the center position:
See also
Sc Joystick Mapper Windows 10
Frequently Asked Questions
Last update: Sunday, 02-Sep-2018 02:06:29 CDT
You can ask something new here or here.
Quickly find some common question topics:
Questions/Answers:
How can I create/edit/use a preset?
Please refer to this page.Does Joystick Mapper works with any HID compatible gamepad?
Yes.
It also works with some non-HID gamepads like the Xbox 360 and the PS3 ones, if the proper drivers are installed and the controller is paired correctly.If you are looking for a gamepad for purchase and want to be sure it will work, please check this (incomplete) list of tested game controllers.It is not working Correctly since I updated to Mac OS X 10.9 (Mavericks), (before 1.1.2 version)
This is an issue with the appnap feature introduced in this update, it was fixed on the 1.1.2 update, if you are on an older version, please update it from the Mac App Store.Does it work with Wii remote?
Short answer: No!
Long answer: If you are not using OS X El Capitain (10.11), Yes! Using an app called Wjoy (Download Here). But it is not officially supported right now. However, I tested it with a Wiimote and a Classic Controller and it worked pretty well.
Last version changelog says it is compatible with WiiU Gamepad Pro, but its current analog stick range is a bit low and you may have problems to map it using the 'Scan' function.
Why it is not officially supported? - Because it doesnt work in the latest OS X version and the author is not working on it anymore, apparently. If that changes in the future, I will update this FAQ with this information.
I can't connect a Xbox 360 controller, you said it is possible, how can I do this?
Bbedit mac serial key. SHORT answer: You need to download a driver, here:Long answer: First of all, is this a wired or wireless xbox 360 controller?
If it is wireless you will need to buy a 'Microsoft wireless gaming receiver'.
Also, the Play n Charge cable only charges, and won't allow you to use the wireless controller as a wired one.In either case, you also need to install a driver, you can find it by clicking here
If you are looking for an older version of the driver (for Lion and earlier), click hereI already downloaded and installed the xbox 360 controller driver, but it still does not work!
Are you using OS X Lion (10.7.*) or OS X Snow Leopard (10.6.8)? In this case, install an older version of the driver. 0.11 for Lion and 0.10 for Snow Leopard seems to work.
If you are on a more recent OS X version, please use the latest driver version.Can I map the Xbox 360 triggers as if they are buttons? I want to shoot using the trigger.
YES! You can. You can map anything to the triggers and analog sticks.When I map the Xbox 360's or Dual Shock 4's controller triggers, it fires when I release the button, and keeps firing util I press it down, I want it to fire only when I push it DOWN.
Check if the input says 'Axis #N -', change the Minus for Plus, it should work.The cursor keeps moving a little bit, but I am not touching my Xbox 360 controller..
Some of those controllers have a bad deadzone, fortunately, you can adjust the deadzone in the Xbox 360 preference pane inside System Preferences (this is installed with the driver).I have a Third Party controller for xbox 360, I installed the drivers, but it still do not work.
Please get the latest version of the driver (0.15 or newer), install and test.If it still does not work, please make a request here.My Xbox 360 controller is not working on Yosemite 10.10.
You need to update your drivers!Download the latest version here:
Doest it work with Xbox One Gamepads?
Xbox One Controller is supported by installing the latest verion of this XBox 360 driver.
When my PS3 controller is connected to USB, it show as 'connected' in Joystick Mapper, but no buttons or analog sticks responds! Please help me!
This one is simple, just press the central 'PS' button once. The gamepad will work normally. Don't know why you need to do that, though.I can't connect a PS3 controller via Bluetooth.
If you are trying to connect using bluetooth, try connecting via USB for the first sync, press the PS Button, then remove the cable. It is a little tricky because of a driver problem, I think (not my app's problem). You may find this video helpful.If you are still having trouble to get it to work in Bluetooth mode, please play with the USB cable attached for some time (and let the bluetooth on), eventually, it will connect to bluetooth.I can't connect a Playstation 3 controller in Snow Leopard.
You probably will need this driver on Snow Leopard. Apparently, Lion does not need this.My third party Playstation 3 controller does not work even after following all the steps.
Although some third party PS3 controllers do work, some don't. Only genuine PS3 gamepads are supported. So, please use a genuine Dual Shock 3 or SIXAXIS if you have problems.Is the PS Move Controller supported?
I don't know, I can not test it because I currently dont have one. If you do and you are willing to test, please tell me.Is hte PS Move's NAVIGATION controller supported?
Although the app detects it, it is not working correctly. I am looking into a solution
Is the PlayStation 4's controller, the DualShock 4, supported?
Yes, it is, make sure to download the latest Joystick Mapper version.I can't get my DualShock 4 to work wirelessly.
Make sure to download the latest Joystick Mapper version, it was fixed since the 1.1.3 version
My Logitech controller does not work.
Does it have a switch in the back with a 'X' and an 'D'?
Put it int the 'D' position, which is compatible with Macs.
What are those 'Temporary Fixes'? (New in 1.1.1)
These options are quick fixes that I included until I find a final fix. They are useful only in certain contexts and should be disabled when not necessary. See more info in the next two questions.Temporary fix: 'Minecraft Windowed Fix' (New in 1.1.1)
When Playing in windowed mode in Minecraft (and a few other games), the cursor may escape the window and get 'stuck' in the corners. Enable this option to prevent this problem in this game. Disable if your cursor gets stuck when in other games. When I find a final unobstrusive alternative, I will remove this option. Sorry about that. :-/Temporary fix: 'Low-Resolution Fullscreen bounds Fix' (New in 1.1.1)(Removed in 1.1.2)
Some games change the resolution to something lower than the native screen resolution to get more speed. In these cases the internal screen bounds needs to be updated to match the new screen resolution. But my current solution conflicts with Lion's Fullscreen. So, until I figure how to fix this problem properly I decided to include this in the app as an option. Please disable this when using Joystick Mapper and Lion's Fullscreen apps together.
Note that this was removed on the 1.1.2 version because it was causing crashes, but it is not properly fixed yet. If you happen to have your mouse cursor crippled at some part of the screen like if it is in a 'box', please change the ingame video resolution to a lower one. This may happen with a few games (Call of Duty) in Retina Macbooks.1. I can not keep focus on my game window only when Joystick Mapper is enabled.
OR
2. My Game crashes at start only when Joystick Mapper is enabled.
Please disable 'Low-Resolution Fullscreen bounds Fix' option in 'Quick Options' menu.
I will remove this option in the 1.1.2 update, since it is causing more trouble than fixing things.(If you think this option is still useful, please tell me which game you are using with it.)
I can map my gamepad with Other similar apps, but not with Joystick Mapper.
If it works with other similar apps on mac, it will work on Joystick Mapper.
In this case, please disable the other app , because it may be interfering in Joystick Mapper operation.
If you tried everything and your controller still does not work with Joystick Mapper, but DOES work somewhere else in some other Mac App/Game, please contact me.Where are the Preset Examples?
Click on 'File' -> 'Load Preset Examples'.
Feel free to fiddle with them, duplicate or delete as you want.Can I convert presets from one Kind of controller to another?
If you are willing to fiddle a little bit, please look at this forum topic: https://www.chibatacreations.com/forum/viewtopic.php?f=12&t=248How can I map a key combination?
Just bind two or more keys to the same Input. See the 'Example: Key Combination' to see how it looks like.How can I share my presets with a friend?
Click on 'File > Open presets folder in Finder', the preset files are there as plain text files (in JSON format), use Quick Look to look for the one you want. You can also rename the file if you want.My 'screen corner shortcuts' keeps firing when I am playing 'My Favorite Game'.
Enable 'Avoid Screen Corners' on 'Quick Options' menu.I connected my joystick, but it does not show as connected.
Click 'Refresh Joysticks' on 'Quick Options' menu.I am playing <My Favorite FPS Game> and the aim feels so much fast, even after adjusting it in Joystick Mapper App, what can I do?
You can also lower the mouse sensitivity inside your game.Do you have a support forum?
Yes, here. :-)
Some Game-specific Questions:
I can not Shoot on DOOM 3.
For some reason you can't click using Joystick Mapper in this game, but you can also shoot with CTRL, so, just map the shoot button to CTRL.In Borderlands 2, my the mouse cursor 'escapes' the window.
I will make a temporary fix for that If I cant find a proper fix in a future version.
For now, you can try enabling 'Minecraft fix', 'Avoid Screen corners' and 'Lock cursor to main screen', and play in Full Screen mode.I can not Aim / Move the Mouse cursor in Call of Duty/Other Game.
Please Disable 'Minecraft Windowed Fix'.I can not use anything other than mouse buttons/movements in Assassin's Creed/Other Ubisoft games
These games are currently not compatible with joystick mapper, I am looking for workarounds.
You can map to many simulated mouse buttons (need to change controls inside game's settings) for some limited functionality.When Aiming, my mouse cursor crippled/stuck at some part of the screen like if it is inside a 'box'
Please change the ingame video resolution to a lower one. This may happen with a few games (Call of Duty) in Retina iMacs/Macbooks. I will investigate a proper fix.
The working resolutions are, tipically, for each model:- Macbook Retina 13': 1280x800 (from 2560x1600 @2x)
- Macbook Retina 15': 1440x900 (from 2880x1800 @2x)
- iMac 5k 27': 2560x1440 (from 5120x2880 @2x)