A simple to use interface to the XInput API for Python
A simple to use interface to the XInput API for Python.
XInput-Python provides a few simple methods that can be used to query controller information.
XInput is Windows only
XInput-Python is available from the PyPI using
pip install XInput-Python
It can be inmported like this:
XInput-Python provides a few functions:
get_connected() -> (bool, bool, bool, bool) Query which controllers are connected (note: don't query each frame)
get_state(user_index) -> State Gets the State of the controller
get_button_values(state) -> dict Returns a dictionary, showing which buttons are currently being pressed.
get_trigger_values(state) -> (LT, RT) Returns a tuple with the values of the left and right triggers in range
get_thumb_values(state) -> ((LX, LY), (RX, RY)) Returns the values of the thumb sticks, expressed in X and Y ranging from
set_vibration(user_index, left_speed, right_speed) -> bool (Success) Sets the vibration of the left and right motors of
user_index to values between
65535 or in range
get_battery_information(user_index) -> (<type>, <level>) Returns the battery information for
set_deadzone(deadzone, value) -> None Sets the deadzone values for left/right thumb stick and triggers.
The following deadzones exist:
XInput.DEADZONE_LEFT_THUMB - (range 0 to 32767) Left thumb stick deadzone (default is 7849)
XInput.DEADZONE_RIGHT_THUMB - (range 0 to 32767) Right thumb stick deadzone (default is 8689)
XInput.DEADZONE_TRIGGER - (range 0 to 255) Trigger deadzone (default is 30)
You can also use the Event-system:
events = get_events()
get_events will return a generator that yields instances of the
Event class always has the following members:
Event.user_index (range 0 to 3) - the id of the controller that issued this event
Event.type - which type of event was issued
The following events exist:
XInput.EVENT_CONNECTED == 1 - a controller with this
user_index was connected (this event will even occur if the controller was connected before the script was started)
XInput.EVENT_DISCONNECTED == 2 - a controller with this
user_index was disconnected
XInput.EVENT_BUTTON_PRESSED == 3 - a button was pressed on the controller
XInput.EVENT_BUTTON_RELEASED == 4 - a button was released on the controller
XInput.EVENT_TRIGGER_MOVED == 5 - a trigger was moved on the controller
XInput.EVENT_STICK_MOVED == 6 - a thumb stick was moved on the controller
All button related Events have the following additional members:
Event.button_id - the XInput numerical representation of the button
Event.button - a literal representation of the button
The following buttons exist:
"DPAD_UP" == 1 "DPAD_DOWN" == 2 "DPAD_LEFT" == 4 "DPAD_RIGHT" == 8 "START" == 16 "BACK" == 32 "LEFT_THUMB" == 64 "RIGHT_THUMB" == 128 "LEFT_SHOULDER" == 256 "RIGHT_SHOULDER" == 512 "A" == 4096 "B" == 8192 "X" == 16384 "Y" == 32768
All trigger related Events have the following additional members:
XInput.LEFT == 0 or
XInput.RIGHT == 1) - which trigger was moved
Event.value (range 0.0 to 1.0) - by how much the trigger is currently pressed
All thumb stick related Events have the following additional members:
XInput.LEFT == 0 or
XInput.RIGHT == 1) - which stick was moved
Event.x (range -1.0 to 1.0) - the position of the stick on the X axis
Event.y (range -1.0 to 1.0) - the position of the stick on the Y axis
Event.value (range 0.0 to 1.0) - the distance of the stick from it's center position
Event.dir (tuple of X and Y) - the direction the stick is currently pointing
Callback events and threading
GamepadThread class it is possible to handle asynchronous events.
To use this feature, extend the
EventHandler to create one or multiple handlers and add them to the thread.
The library will automatically check the status of the gamepad and use the appropriate callback for the triggering event.
It is also possible to filter the inputs for every single handler.
In case of multiple handlers it is possible to use a list of handlers as argument, as well as the
add_handler() method and the
remove_handler() method to remove them.
Filters can be applied to select events of only certain buttons, trigger or stick. Also a "pressed-only" and "released-only" filter is available for buttons.
The available filters are:
BUTTON_DPAD_UP BUTTON_DPAD_DOWN BUTTON_DPAD_LEFT BUTTON_DPAD_RIGHT BUTTON_START BUTTON_BACK BUTTON_LEFT_THUMB BUTTON_RIGHT_THUMB BUTTON_LEFT_SHOULDER BUTTON_RIGHT_SHOULDER BUTTON_A BUTTON_B BUTTON_X BUTTON_Y STICK_LEFT STICK_RIGHT TRIGGER_LEFT TRIGGER_RIGHT FILTER_PRESSED_ONLY FILTER_RELEASED_ONLY
The filters can be combined by adding them together:
filter1 = STICK_LEFT + STICK_RIGHT + BUTTON_DPAD_DOWN + BUTTON_DPAD_UP filter2 = BUTTON_Y + BUTTON_X + FILTER_PRESSED_ONLY
The filter can be applied using add_filter:
class MyHandler(EventHandler): def process_button_event(self, event): # put here the code to parse every event related only to the buttons def process_trigger_event(self, event): # event reserved for the two triggers def process_stick_event(self, event): # event reserved for the two sticks def process_connection_event(self, event): # event related to the gamepad status filter = STICK_LEFT + STICK_RIGHT my_handler = MyHandler() my_handler.add_filter(filter) my_gamepad_thread = GamepadThread(my_handler)
The thread will start automatically upon creation. It is possible to stop and start it again if necessary with the two methods
XInputTest.py to see a visual representation of the controller input.
XInputThreadTest.py to test the visual representation using the asynchronous callbacks.
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