Controls testing. /JL
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from . import gamepad
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from . import joystick
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from . import keyboard
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"""
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Class for grabbing gamepad signals
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"""
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from controls.controlsbase import ControlsBase
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import pygame
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import gamepad
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class GamePadControls(ControlsBase):
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def __init__(self):
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gamapadType = gamepad.ps5
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def left(self):
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pass
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def right(self):
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pass
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def up(self):
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pass
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def down(self):
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pass
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def pause(self):
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pass
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151
controls/joy.py
151
controls/joy.py
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import pygame
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pygame.init()
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# This is a simple class that will help us print to the screen.
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# It has nothing to do with the joysticks, just outputting the
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# information.
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class TextPrint:
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def __init__(self):
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self.reset()
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self.font = pygame.font.Font(None, 25)
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def tprint(self, screen, text):
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text_bitmap = self.font.render(text, True, (0, 0, 0))
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screen.blit(text_bitmap, (self.x, self.y))
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self.y += self.line_height
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def reset(self):
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self.x = 10
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self.y = 10
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self.line_height = 15
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def indent(self):
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self.x += 10
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def unindent(self):
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self.x -= 10
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def main():
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# Set the width and height of the screen (width, height), and name the window.
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screen = pygame.display.set_mode((500, 700))
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pygame.display.set_caption("Joystick example")
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# Used to manage how fast the screen updates.
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clock = pygame.time.Clock()
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# Get ready to print.
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text_print = TextPrint()
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# This dict can be left as-is, since pygame will generate a
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# pygame.JOYDEVICEADDED event for every joystick connected
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# at the start of the program.
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joysticks = {}
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done = False
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while not done:
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# Event processing step.
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# Possible joystick events: JOYAXISMOTION, JOYBALLMOTION, JOYBUTTONDOWN,
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# JOYBUTTONUP, JOYHATMOTION, JOYDEVICEADDED, JOYDEVICEREMOVED
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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done = True # Flag that we are done so we exit this loop.
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if event.type == pygame.JOYBUTTONDOWN:
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print("Joystick button pressed.")
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if event.button == 0:
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joystick = joysticks[event.instance_id]
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if joystick.rumble(0, 0.7, 500):
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print(f"Rumble effect played on joystick {event.instance_id}")
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if event.type == pygame.JOYBUTTONUP:
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print("Joystick button released.")
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# Handle hotplugging
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if event.type == pygame.JOYDEVICEADDED:
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# This event will be generated when the program starts for every
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# joystick, filling up the list without needing to create them manually.
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joy = pygame.joystick.Joystick(event.device_index)
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joysticks[joy.get_instance_id()] = joy
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print(f"Joystick {joy.get_instance_id()} connencted")
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if event.type == pygame.JOYDEVICEREMOVED:
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del joysticks[event.instance_id]
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print(f"Joystick {event.instance_id} disconnected")
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# Drawing step
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# First, clear the screen to white. Don't put other drawing commands
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# above this, or they will be erased with this command.
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screen.fill((255, 255, 255))
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text_print.reset()
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# Get count of joysticks.
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joystick_count = pygame.joystick.get_count()
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text_print.tprint(screen, f"Number of joysticks: {joystick_count}")
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text_print.indent()
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# For each joystick:
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for joystick in joysticks.values():
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jid = joystick.get_instance_id()
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text_print.tprint(screen, f"Joystick {jid}")
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text_print.indent()
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# Get the name from the OS for the controller/joystick.
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name = joystick.get_name()
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text_print.tprint(screen, f"Joystick name: {name}")
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guid = joystick.get_guid()
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text_print.tprint(screen, f"GUID: {guid}")
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power_level = joystick.get_power_level()
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text_print.tprint(screen, f"Joystick's power level: {power_level}")
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# Usually axis run in pairs, up/down for one, and left/right for
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# the other. Triggers count as axes.
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axes = joystick.get_numaxes()
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text_print.tprint(screen, f"Number of axes: {axes}")
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text_print.indent()
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for i in range(axes):
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axis = joystick.get_axis(i)
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text_print.tprint(screen, f"Axis {i} value: {axis:>6.3f}")
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text_print.unindent()
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buttons = joystick.get_numbuttons()
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text_print.tprint(screen, f"Number of buttons: {buttons}")
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text_print.indent()
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for i in range(buttons):
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button = joystick.get_button(i)
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text_print.tprint(screen, f"Button {i:>2} value: {button}")
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text_print.unindent()
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hats = joystick.get_numhats()
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text_print.tprint(screen, f"Number of hats: {hats}")
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text_print.indent()
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# Hat position. All or nothing for direction, not a float like
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# get_axis(). Position is a tuple of int values (x, y).
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for i in range(hats):
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hat = joystick.get_hat(i)
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text_print.tprint(screen, f"Hat {i} value: {str(hat)}")
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text_print.unindent()
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text_print.unindent()
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# Go ahead and update the screen with what we've drawn.
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pygame.display.flip()
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# Limit to 30 frames per second.
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clock.tick(30)
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if __name__ == "__main__":
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main()
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# If you forget this line, the program will 'hang'
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# on exit if running from IDLE.
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pygame.quit()
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@@ -1,44 +1,23 @@
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"""
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Class for grabbing joystick signals
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"""
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from controls.controlsbase import ControlsBase
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import pygame
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import pyjoystick
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from pyjoystick.pygame import Key, Joystick, run_event_loop
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class JoystickControls(ControlsBase):
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def __init__(self):
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mngr = pyjoystick.ThreadEventManager(event_loop=run_event_loop,
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handle_key_event=self.handle_key_event)
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mngr.start()
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def handle_key_event(self, key):
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if key.keytype != Key.HAT:
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if key.value != pygame.K_P:
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return
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if key.value == Key.HAT_UP:
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self.up()
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elif key.value == Key.HAT_DOWN:
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self.down()
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if key.value == Key.HAT_LEFT:
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self.left()
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elif key.value == Key.HAT_RIGHT:
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self.right()
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elif key.value == Key.KEY_P:
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self.pause()
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pass
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def left(self):
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print("Joystick moved left")
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pass
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def right(self):
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print("Joystick moved right")
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pass
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def up(self):
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print("Joystick moved up")
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pass
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def down(self):
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print("Joystick moved down")
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pass
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def pause(self):
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print("Paused")
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pass
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def rumble(self):
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pass
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