I was psyched to find DS4windows supports gyro as mouse and touchpad as well, but Shadow doesn't seem to recognize the controller unless it's connected with the ps compatibility checked, but then it's xinput not DS. I'm using a Mac and the mac recognizes it connected via bluetooth. Would my only option be wired input?

I am using a Windows 7 PC as my streaming device, Over all its performing well, Just have an annoying problem as i have this pc tugged behind the TV, I have a cheap microsoft USB wireless keyboard and mouse that I use to control it. Recently I bought a couple of air-mice / gyro KB / Mouse combo device to replace them. Every air-mouse of the two that I have bought has worked fine as a controller except in one regard; they will not wake the computer from sleep (both s3 and s1 power states).


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When I connect an air-mouse to any other computer I have access to it is also unable to wake that computer. The computers all have different hardware and run both windows and linux and are not affected in any other way. When I connect my wireless keyboard and mouse to any of these computers they are able to wake it up fine. The air-mice and the wireless keyboard and mouse superficially seem to use similar USB receivers. Both MS wireless kb mouse registers as HID so do the Air mouse / gyro kb mouse combo device.

I am at loss as to why these very similar bits of hardware should differ on this one function. Is there a reason for this? Is there any simple thing I am overlooking to get an air-mouse to wake a computer?

I have tried 3 different branded Air mouse / keyboard combo devices like (please see links attached) When i put the same pc to sleep. i cannot wake the machine up by pressing either the mouse buttons or the keypad (keyboard buttons.. tried almost all key combinations)

Both the Asus wireless keyboard and These chine Air Mouse / KB combo devices both register under windows as HID - And under power management, i have enabled "Allow this device to wake the computer checked" But this setting has no effect on the air mouse's ability to wake the pc from sleep.

Check the Power Settings and Device Manager Settings and ensure you don't have the USB ports themselves being powered down during sleep modes. Yes, there is a setting to allow the computer to power down ports even if the device connected to it is set to wake the computer. If the port the Bluetooth Adapter is plugged into has no power, the wireless mouse/kb can't work.

I'm trying to use an "air mouse" for gaming (pointing it to the screen), but as the mouse sensor is a gyroscope, there's some problems with off-screen movement that I'd like to try to fix by software.

With this gyro mouse, when the user moves its arm pointing outside the screen, the cursor stops at the screen limit, which is no problem. However, when he moves his arm back, no matter the distance from the screen, the cursor immediately moves on-screen. This causes a giant difference between the air mouse real position and the cursor.

This could be fixed with a simple control over the number of pixels, and direction, travelled off-screen, in conjunction with some event handling. If I could sum the number of "offscreen" pixels traveled in -X, +X, -Y and +Y, it would be possible to prevent/cancel the mouse move event - or set the cursor to its previous position, at the edge of the screen - until the control tells me that the physical mouse is pointing back to the screen. Just then I'd allow the cursor to move freely.

Currently, based on this great project, I can just state when the mouse is off-screen, but cannot control how far and in which direction it is moving, to properly implement what I'm trying. It seems to me that such kind of information would be too low-level for my current Windows knowledge.

Based on a very old code I found, I was able to get mouse raw data and implement exactly what I wanted. Except for the fact that this code is based on a WdnProc callback, and so it only works when my application has the focus. And I need it to also work when the focus is elsewhere - after all, I'm trying to improve the pointing provided by a gyro mouse, for third party games.

It seems that I should use a hook (a good example here), but I have no idea how to hook for input messages. Tried to merge the code of the two links above, but the first one needs the message.LParam that is passed to the WdnProc - which seems to be unavailable when merely hooking mouse events.

Like the touchpad, the gyroscope is typically used in first/third-person perspective games to control the player look camera. With tuning using the gyroscope can bring mouse-like precision to the player's control.

JoyShockMapper (JSM) converts input from PlayStation 4 controllers (DualShock 4) and Switch controllers (JoyCons and Pro Controller) to keyboard and mouse inputs. If you prefer playing games with a controller, but the games you want to play don't have all the configuration options you want, this may help. If you want to explore flick stick and gyro as a mouse, JSM provides everything you need for the most intuitive and precise aiming and cursor control possible with a modern console controller.

If your mouse settings are relatively simple (you don't have "enhance pointer precision" enabled in Windows or mouse acceleration enabled in game), JSM can account for all three steps so that you can use the same settings between different users and games:

Number 2 will likely be different from user to user. So if your configuration does anything with the mouse (whether with the sticks or the gyro), you should always set IN_GAME_SENS to your in-game mouse speed. If your game doesn't have that option, just set it to 1.

Numbers 1 and 3 vary depending on the game. For 1, some games ignore Windows' mouse settings (often called "raw input"), so JSM's command to detect and counter Windows' settings is optional. For number 3, it can be some work to actually figure out an appropriate REAL_WORLD_CALIBRATION value (explained below).

Note: Sometimes games won't have a number next to their mouse speed setting. Sometimes the number can be found in a config file the game uses, but sometimes there's nothing that can be done, and users should just try to pick something appropriate (like using the game's default mouse speed and assuming it's '1').

When you tap the Calibrate button, JoyShockMapper will either say "Enabled continuous calibration" or "Disabled continuous calibration". If it says "Disabled", tap it again to enable continuous calibration. This just means it's gathering gyro data from the controller and finding the average. After a second or longer, tap the Calibrate button again so JoyShockMapper says "Disabled continuous calibration". This means it'll stop gathering gyro data for calibration, but it'll continue using the data it previously gathered. Once that's done, you should be all set:

A quicker way to do this can be to just press and hold the Calibrate button for a while and then release it (either on a steady surface or holding the controller very still). While holding the button it'll gather gyro data, accumulating an average. When released, it'll stop. However, pressing the Home or Capture button can interfere with the gyro on JoyCons, causing it to calibrate incorrectly, so I don't recommend using this method there.

As the gyro's temperature changes over time, it may need to be calibrated again, but depending on how high your sensitivity settings are, you shouldn't need to recalibrate very often. With the DualShock 4 I almost never have to calibrate it. With the Nintendo controllers I normally do it once at the beginning of a play session and maybe once again after I've warmed up a bit.

It also says to use COUNTER_OS_MOUSE_SPEED. If the game in question uses raw input (that is, it isn't affected by Windows' mouse settings), you would have nothing in its place, since the default behaviour is to ignore Windows' mouse settings, and RESET_MAPPINGS (from earlier) already restored default behaviour.

This section is where we'll handle button inputs. This can include stick inputs if you want to use the stick that way, which we'll get to in just a bit. But first, GYRO_OFF is a special command here. Most of your inputs will be set up something like [controller input] = [keyboard or mouse input], and so each controller input has one function. Enabling or disabling gyro input is special and can overlap with other input (for example, you might enable gyro while pressing the same button you use to aim down sights).

The line GYRO_OFF = E means pressing the East face button disables the gyro. If instead you want the gyro to be enabled while pressing a button, use GYRO_ON instead. If you use GYRO_ON, the gyro will be disabled whenever that button is not pressed. This can be undone by setting GYRO_OFF again. If you want neither, but want the gyro to always be enabled, try GYRO_OFF = NONE.

The next four lines are for the left stick. They make pressing the left stick left, right, up, or down send a keyboard key press for the left, right, up, or down arrow, respectively. After that you can see mappings for clicking the mouse (left-click, right-click), escape, left shift, spacebar, and another button for escape. You can map any number of controller inputs to the same keyboard or mouse input.

Once calibrated, the same mouse settings can usually be used between games of similar genre. While you might want to refine these more later, this means that once you have your calibration settings correct, you can focus on figuring out a good button mapping for the game you're configuring. Feel free to make little changes at a time, testing them out to see if you like them, rather than trying to create the perfect config file in one go.

Because most 2D games have the same needs and most 3D games have the same needs (2D meaning the mouse controls a cursor on a 2D plane; 3D meaning the mouse moves a camera in a 3D space), I like to simplify my configs by having most 2D games share the same mouse settings and most 3D games share the same mouse settings. JoyShockMapper includes examples called '_2Dmouse.txt' and '_3Dmouse.txt', which you can use however you like. So as I experiment with gyro controls and find that there are changes I want to make to how I play 2D games, I can make those changes in one place and enjoy them in every game that uses the same config file. ff782bc1db

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