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P3D v6 Mapping joystick inputs


Resource contributor
I've just had an interestingly frustrating afternoon with this... 🤪 I'm writing some software for an aircraft museum that has a set of really simple simulators in it (think: throttle, yoke and a handful of pushbuttons on the yoke). The problem I've been having is trying to figure out just which inputs are available using my own X52 setup to practice on. The following chunk of code is from the SDK joystick.cpp example:
        // Map input events to the private client events
                hr = SimConnect_MapInputEventToClientEvent(hSimConnect, INPUT_Z,        "z",                    EVENT_Z);
                hr = SimConnect_MapInputEventToClientEvent(hSimConnect, INPUT_SLIDER,   "joystick:0:slider",    EVENT_SLIDER);
                hr = SimConnect_MapInputEventToClientEvent(hSimConnect, INPUT_XAXIS,    "joystick:0:XAxis",     EVENT_XAXIS);
                hr = SimConnect_MapInputEventToClientEvent(hSimConnect, INPUT_YAXIS,    "joystick:0:YAxis",     EVENT_YAXIS);
                hr = SimConnect_MapInputEventToClientEvent(hSimConnect, INPUT_RZAXIS,   "joystick:0:RzAxis",    EVENT_RZAXIS);
                hr = SimConnect_MapInputEventToClientEvent(hSimConnect, INPUT_HAT,      "joystick:0:POV",       EVENT_HAT);
The throttle control on the X52 is not joystick:0:slider; it's joystick:0:ZAxis. That was easy enough to figure out and I'm assuming (not yet tried) that the rudder pedals are going to show up as joystick:1:. Where or how do I get a list of the available buttons and sliders? POV gives you the first hat, but the X52 has three hats. POV1 or POV 1 doesn't work. The idea for the museum piece is that first thing in a morning as stuff is powered up, the staff can push, pull and click and the software will report any faulty inputs.
Too much wood for the trees (or not enough whiskey - can't decide just yet). The AXIS events and the answer to the POV question are under the General Functions topic in the SDK - "joystick:0:pOV:n:". It looks like you can play guessing games with joystick:0:button0 to joystick:n:button:n: but that's no use if you don't know what hardware is going to be attached. I'm no longer bothered about the buttons because I'm getting the museum to insert a USB mechanical mini-keyboard into the simulator gubbins and soldering wires from that to some "vandal-proof"
buttons which can then be assigned to keyboard inputs by SimConnect.
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