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add mapping util
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misko committed Oct 10, 2024
1 parent 62e8016 commit 3538264
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151 changes: 151 additions & 0 deletions hudes/test_js.py
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import pygame

pygame.init()


# This is a simple class that will help us print to the screen.
# It has nothing to do with the joysticks, just outputting the
# information.
class TextPrint:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 25)

def tprint(self, screen, text):
text_bitmap = self.font.render(text, True, (0, 0, 0))
screen.blit(text_bitmap, (self.x, self.y))
self.y += self.line_height

def reset(self):
self.x = 10
self.y = 10
self.line_height = 15

def indent(self):
self.x += 10

def unindent(self):
self.x -= 10


def main():
# Set the width and height of the screen (width, height), and name the window.
screen = pygame.display.set_mode((500, 700))
pygame.display.set_caption("Joystick example")

# Used to manage how fast the screen updates.
clock = pygame.time.Clock()

# Get ready to print.
text_print = TextPrint()

# This dict can be left as-is, since pygame will generate a
# pygame.JOYDEVICEADDED event for every joystick connected
# at the start of the program.
joysticks = {}

done = False
while not done:
# Event processing step.
# Possible joystick events: JOYAXISMOTION, JOYBALLMOTION, JOYBUTTONDOWN,
# JOYBUTTONUP, JOYHATMOTION, JOYDEVICEADDED, JOYDEVICEREMOVED
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True # Flag that we are done so we exit this loop.

if event.type == pygame.JOYBUTTONDOWN:
print("Joystick button pressed.")
if event.button == 0:
joystick = joysticks[event.instance_id]
if joystick.rumble(0, 0.7, 500):
print(f"Rumble effect played on joystick {event.instance_id}")

if event.type == pygame.JOYBUTTONUP:
print("Joystick button released.")

# Handle hotplugging
if event.type == pygame.JOYDEVICEADDED:
# This event will be generated when the program starts for every
# joystick, filling up the list without needing to create them manually.
joy = pygame.joystick.Joystick(event.device_index)
joysticks[joy.get_instance_id()] = joy
print(f"Joystick {joy.get_instance_id()} connencted")

if event.type == pygame.JOYDEVICEREMOVED:
del joysticks[event.instance_id]
print(f"Joystick {event.instance_id} disconnected")

# Drawing step
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill((255, 255, 255))
text_print.reset()

# Get count of joysticks.
joystick_count = pygame.joystick.get_count()

text_print.tprint(screen, f"Number of joysticks: {joystick_count}")
text_print.indent()

# For each joystick:
for joystick in joysticks.values():
jid = joystick.get_instance_id()

text_print.tprint(screen, f"Joystick {jid}")
text_print.indent()

# Get the name from the OS for the controller/joystick.
name = joystick.get_name()
text_print.tprint(screen, f"Joystick name: {name}")

guid = joystick.get_guid()
text_print.tprint(screen, f"GUID: {guid}")

power_level = joystick.get_power_level()
text_print.tprint(screen, f"Joystick's power level: {power_level}")

# Usually axis run in pairs, up/down for one, and left/right for
# the other. Triggers count as axes.
axes = joystick.get_numaxes()
text_print.tprint(screen, f"Number of axes: {axes}")
text_print.indent()

for i in range(axes):
axis = joystick.get_axis(i)
text_print.tprint(screen, f"Axis {i} value: {axis:>6.3f}")
text_print.unindent()

buttons = joystick.get_numbuttons()
text_print.tprint(screen, f"Number of buttons: {buttons}")
text_print.indent()

for i in range(buttons):
button = joystick.get_button(i)
text_print.tprint(screen, f"Button {i:>2} value: {button}")
text_print.unindent()

hats = joystick.get_numhats()
text_print.tprint(screen, f"Number of hats: {hats}")
text_print.indent()

# Hat position. All or nothing for direction, not a float like
# get_axis(). Position is a tuple of int values (x, y).
for i in range(hats):
hat = joystick.get_hat(i)
text_print.tprint(screen, f"Hat {i} value: {str(hat)}")
text_print.unindent()

text_print.unindent()

# Go ahead and update the screen with what we've drawn.
pygame.display.flip()

# Limit to 30 frames per second.
clock.tick(30)


if __name__ == "__main__":
main()
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit()

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