FLUTTER ECOSYSTEM

halildurmus/win32_gamepad

一個現代的、類型安全的 Dart API,用於存取連接到 Windows 機器的遊戲手把。

win32_gamepad 專案封面
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2026年2月26日
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Halil Durmus GitHub avatar
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Halil Durmus ↗

Software Engineer • Dart Enthusiast💙🎯

語言DartC++CMakeC

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使用的依賴

依賴清單 6 項
  • ffi^2.2.0
  • win32^6.0.0
  • checks開發依賴^0.3.1
  • halildurmus_hooks開發依賴^0.1.1
  • halildurmus_lints開發依賴^2.0.0
  • test開發依賴^1.29.0

原始 README

以下為英文專案原文快照,最新內容請造訪 GitHub。

展開 / 收合專案 README

This package has moved

The package can now be found at https://github.com/halildurmus/win32/tree/main/packages/win32_gamepad.


ci Package: win32_gamepad Publisher: halildurmus.dev Language: Dart License: BSD-3-Clause

A modern, type-safe Dart API for accessing gamepads connected to a Windows machine.

This package builds on top of the package:win32 and provides a high-level abstraction over native gamepad APIs. It eliminates the need to work directly with FFI, raw pointers, or low-level Win32 calls while preserving performance and correctness.

✨ Features

  • Connect up to 4 gamepads — supports all four XInput controller slots
  • Poll buttons, triggers & thumbsticks — full access to every input via a clean GamepadState object
  • Rumble motor control — independently set left and right vibration motor speeds
  • Battery information — query battery level and type for wireless controllers

🚀 Getting Started

Add the package to your pubspec.yaml:

dependencies:
  win32_gamepad: ^1.0.10

Then import it:

import 'package:win32_gamepad/win32_gamepad.dart';

⚡ Quick Example

Create a Gamepad instance by passing the controller index (0–3):

final gamepad = Gamepad(0); // primary controller

Windows supports up to four gamepads simultaneously. Poll the gamepad by calling updateState() in your game loop, then inspect the state object for buttons, triggers, and thumbstick values. Rumble motors can be activated with the vibrate method.

import 'dart:io';

import 'package:win32_gamepad/win32_gamepad.dart';

void main() {
  // Check which controllers are connected.
  for (var idx = 0; idx < 4; idx++) {
    final gamepad = Gamepad(idx);
    final connectionStatus = gamepad.isConnected ? 'connected' : 'disconnected';
    print('Gamepad $idx is $connectionStatus.');
  }

  final gamepad = Gamepad(0);
  if (!gamepad.isConnected) {
    print('No gamepad connected on slot 0.');
    return;
  }

  // Read battery information.
  final GamepadBatteryInfo(:batteryLevel, :batteryType) =
      gamepad.gamepadBatteryInfo;
  print('Battery type is ${batteryType.name}.');
  print('Battery level is ${batteryLevel.name}.');

  // Test vibration motors.
  print('Vibrating left motor (half intensity).');
  gamepad.vibrate(leftMotorSpeed: 32767);
  sleep(const .new(milliseconds: 1000));

  print('Vibrating right motor (half intensity).');
  gamepad.vibrate(rightMotorSpeed: 32767);
  sleep(const .new(milliseconds: 1000));

  print('Vibrating both motors (full intensity).');
  gamepad.vibrate(leftMotorSpeed: 65535, rightMotorSpeed: 65535);
  sleep(const .new(milliseconds: 1000));

  print('Turning off vibration.');
  gamepad.vibrate();
}

🖥️ Flutter Inspector Demo

A full Flutter example app is available in the example/inspector/ directory. It demonstrates how to build a live gamepad monitor with button highlights, trigger bars, and thumbstick visualisations inside a game loop:

Gamepad Inspector Demo

📝 Documentation

Full API reference is available here:

👉 API Reference.

Additional usage examples are located in the [example] directory.

🐞 Features and Bugs

If you encounter bugs or need additional functionality, please file an issue.