
- #Microsoft Sidewinder Force Feedback Wheel Software Full Button Programmability#
- #Microsoft Sidewinder Force Feedback Wheel Software How To Read Input#
Microsoft Sidewinder Force Feedback Wheel Software Full Button Programmability
Dive into the exciting gaming reality for the action-packed thrill ride of victory. This page describes the basics of programming for Xbox One racing wheels using Windows.Gaming.Input.RacingWheel and related APIs for the Universal Windows Platform (UWP).Microsoft Sidewinder Force Feedback 2. SideWinder Force Feedback USB Wheel. No other Sidewinder 4.0 software (such as one for Force Feedback, Gamepad or Racing. Microsoft SideWinder Precision 2: This is the ONLY version of Microsoft SideWinder 4.0 Game Controller Software that will work with, and provide full button programmability for, Microsoft Sidewinder Precision 2 Joystick.
Microsoft Sidewinder Force Feedback Wheel Software How To Read Input
how to read input from one or more racing wheels how to detect that a racing wheel has been added or removed SideWinder Game Controller Software gives you total programmability. how to gather a list of connected racing wheels and their usersRule the track your way with SideWinder Game Controller Software. He likes the force feedback and most of the button placement. Hes been able to map the keys in game on some of his games, but well probably have to use a 3rd party software to emulate another wheel for the rest.

Navigation commandAdditionally, some racing wheels might map some of the optional set of navigation commands to other inputs they support, but command mappings can vary from device to device. The UI navigation controller provides a common vocabulary for UI navigation commands across input devices.Due to their unique focus on analog controls and the degree of variation between different racing wheels, they're typically equipped with a digital D-pad, View, Menu, A, B, X, and Y buttons that resemble those of a gamepad these buttons aren't intended to support gameplay commands and can't be readily accessed as racing wheel buttons.As a UI navigation controller, racing wheels map the required set of navigation commands to the left thumbstick, D-pad, View, Menu, A, and B buttons. UI navigationIn 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 a separate logical input device called a UI navigation controller. Games use this ability to create a greater sense of immersion ( simulated crash damage, "road feel") and to increase the challenge of driving well.For more information, see Force feedback overview. Force feedbackSome Xbox One racing wheels offer true force feedback—that is, they can apply actual forces on an axis of control such as their steering wheel—not just simple vibration. Because of this, it's important to determine the capabilities of each connected racing wheel individually and to support the full variation of capabilities that makes sense for your game.For more information, see Determining racing wheel capabilities.
Reading the racing wheelAfter you identify the racing wheels that you're interested in, you're ready to gather input from them. See Gamepad and vibration for more information. Navigation commandDetecting and tracking racing wheels works in exactly the same way as it does for gamepads, except with the RacingWheel class instead of the Gamepad class.
Auto racingwheel = myRacingWheels RacingWheelReading reading = racingwheel->GetCurrentReading() In addition to the racing wheel state, each reading includes a timestamp that indicates precisely when the state was retrieved. 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 racing wheel by calling GetCurrentReading this function returns a RacingWheelReading that contains the state of the racing wheel.The following example polls a racing wheel for its current state. Polling the racing wheelPolling captures a snapshot of the racing wheel at a precise point in time. Instead, you take regular readings of their current states by polling them.
You can determine the greatest forward gear the pattern shifter supports by reading the MaxPatternShifterGear property of the racing wheel its value is the highest forward gear supported, inclusive—that is, if its value is 4, then the pattern shifter supports reverse, neutral, first, second, third, and fourth gears. You can determine the greatest angle of rotation the actual wheel supports by reading the MaxWheelAngle property of the racing wheel its value is the maximum supported physical angle in degrees clock-wise (positive) which is likewise supported in the counter-clock-wise direction (negative degrees). The steering wheel can vary by the degree of physical rotation that the actual wheel can support, while the pattern shifter can vary by the number of distinct forward gears it supports. If (racingwheel->HasHandbrake)Additionally, the controls that may vary are the steering wheel and pattern shifter. The control is supported if the value of the property is true otherwise it's not supported. Determining racing wheel capabilitiesMany of the racing wheel controls are optional or support different variations even in the required controls, so you have to determine the capabilities of each racing wheel individually before you can process the input gathered in each reading of the racing wheel.The optional controls are the handbrake, clutch, and pattern shifter you can determine whether a connected racing wheel supports these controls by reading the HasHandbrake, HasClutch, and HasPatternShifter properties of the racing wheel, respectively.
These buttons are not a part of the RacingWheelButtons enumeration and can only be read by accessing the racing wheel as a UI navigation device. 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 RacingWheelButtons enumeration.Racing wheels are equipped with additional buttons used for UI navigation such as the View and Menu buttons. Reading the buttonsEach of the racing wheel buttons—the four directions of the D-pad, the Previous Gear and Next Gear buttons, and 16 additional buttons—provides a digital reading that indicates whether it's pressed (down) or released (up). If (racingwheel->WheelMotor != nullptr)For information on how to use the force feedback capability of racing wheels that support it, see Force feedback overview. Force feedback is supported if WheelMotor is not null otherwise it's not supported. You can determine whether a connected racing wheel supports force feedback by reading the WheelMotor property of the racing wheel.
If (RacingWheelButtons::None = (reading.Buttons & RacingWheelButtons::NextGear))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. If (RacingWheelButtons::NextGear = (reading.Buttons & RacingWheelButtons::NextGear))The following example determines whether the Next Gear button is released. The button is pressed (down) when the corresponding bit is set otherwise, it's released (up).The following example determines whether the Next Gear button is pressed. Because this property is a bitfield, bitwise masking is used to isolate the value of the button that you're interested in.

