import pygame from abc import ABC, abstractmethod # Initialize pygame pygame.init() # Screen settings WIDTH, HEIGHT = 600, 400 screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Select Control Method") # Colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) BLUE = (0, 0, 255) RED = (255, 0, 0) # Font font = pygame.font.Font(None, 36) # Load images (replace with actual image paths) def load_image(path, max_size): image = pygame.image.load(path).convert_alpha() # Use convert_alpha for transparency image_rect = image.get_rect() scale_factor = min(max_size[0] / image_rect.width, max_size[1] / image_rect.height) new_size = (int(image_rect.width * scale_factor), int(image_rect.height * scale_factor)) return pygame.transform.smoothscale(image, new_size) keyboard_image = load_image("resources/gfx/keyboard.png", (100, 100)) #joystick_image = load_image("ps5-dualsense.png", (100, 100)) joystick_image = load_image("resources/gfx/gamepad.png", (100, 100)) # Abstract Control Class class Control(ABC): @abstractmethod def handle_input(self, event): pass class KeyboardControl(Control): def handle_input(self, event): if event.type == pygame.KEYDOWN: print("Keyboard key pressed") class JoystickControl(Control): def __init__(self, joystick_id): self.joystick = pygame.joystick.Joystick(joystick_id) self.joystick.init() def handle_input(self, event): if event.type == pygame.JOYBUTTONDOWN and event.joy == self.joystick.get_id(): print(f"Joystick {self.joystick.get_id()} button pressed") # Options options = ["Keyboard"] option_images = {"Keyboard": keyboard_image} pygame.joystick.init() joystick_count = pygame.joystick.get_count() joystick_controls = {} for i in range(joystick_count): joystick = pygame.joystick.Joystick(i) joystick.init() joystick_name = joystick.get_name() options.append(joystick_name) joystick_controls[joystick_name] = JoystickControl(i) option_images[joystick_name] = joystick_image selected_index = 0 # Control mapping control_classes = {"Keyboard": KeyboardControl} control_classes.update(joystick_controls) selected_control = KeyboardControl() running = True while running: screen.fill(WHITE) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN and selected_index < len(options) - 1: selected_index += 1 elif event.key == pygame.K_UP and selected_index > 0: selected_index -= 1 elif event.key == pygame.K_RETURN: selected_control = control_classes[options[selected_index]]() if options[selected_index] == "Keyboard" else joystick_controls[options[selected_index]] elif event.type == pygame.MOUSEBUTTONDOWN: x, y = event.pos for i in range(len(options)): if 100 <= x <= 300 and 100 + i * 40 <= y <= 140 + i * 40: selected_index = i selected_control = control_classes[options[selected_index]]() if options[selected_index] == "Keyboard" else joystick_controls[options[selected_index]] break # Pass input to selected control method selected_control.handle_input(event) # Render label label = font.render("Controls:", True, BLACK) screen.blit(label, (50, 50)) # Render list for i, option in enumerate(options): color = RED if i == selected_index else BLACK text = font.render(option, True, color) screen.blit(text, (100, 100 + i * 40)) # Render selected item image selected_option = options[selected_index] if selected_option in option_images: image = option_images[selected_option] image_rect = image.get_rect(center=(500, 200)) # Keep aspect ratio screen.blit(image, image_rect.topleft) pygame.display.flip() pygame.quit()