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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. | ||
# 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) | ||
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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 | ||
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def reset(self): | ||
self.x = 10 | ||
self.y = 10 | ||
self.line_height = 15 | ||
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def indent(self): | ||
self.x += 10 | ||
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def unindent(self): | ||
self.x -= 10 | ||
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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") | ||
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# Used to manage how fast the screen updates. | ||
clock = pygame.time.Clock() | ||
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# Get ready to print. | ||
text_print = TextPrint() | ||
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# 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 = {} | ||
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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. | ||
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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}") | ||
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if event.type == pygame.JOYBUTTONUP: | ||
print("Joystick button released.") | ||
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# 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") | ||
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if event.type == pygame.JOYDEVICEREMOVED: | ||
del joysticks[event.instance_id] | ||
print(f"Joystick {event.instance_id} disconnected") | ||
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# 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() | ||
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# Get count of joysticks. | ||
joystick_count = pygame.joystick.get_count() | ||
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text_print.tprint(screen, f"Number of joysticks: {joystick_count}") | ||
text_print.indent() | ||
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# For each joystick: | ||
for joystick in joysticks.values(): | ||
jid = joystick.get_instance_id() | ||
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text_print.tprint(screen, f"Joystick {jid}") | ||
text_print.indent() | ||
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# Get the name from the OS for the controller/joystick. | ||
name = joystick.get_name() | ||
text_print.tprint(screen, f"Joystick name: {name}") | ||
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guid = joystick.get_guid() | ||
text_print.tprint(screen, f"GUID: {guid}") | ||
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power_level = joystick.get_power_level() | ||
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 | ||
# the other. Triggers count as axes. | ||
axes = joystick.get_numaxes() | ||
text_print.tprint(screen, f"Number of axes: {axes}") | ||
text_print.indent() | ||
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for i in range(axes): | ||
axis = joystick.get_axis(i) | ||
text_print.tprint(screen, f"Axis {i} value: {axis:>6.3f}") | ||
text_print.unindent() | ||
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buttons = joystick.get_numbuttons() | ||
text_print.tprint(screen, f"Number of buttons: {buttons}") | ||
text_print.indent() | ||
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for i in range(buttons): | ||
button = joystick.get_button(i) | ||
text_print.tprint(screen, f"Button {i:>2} value: {button}") | ||
text_print.unindent() | ||
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hats = joystick.get_numhats() | ||
text_print.tprint(screen, f"Number of hats: {hats}") | ||
text_print.indent() | ||
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# 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() | ||
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text_print.unindent() | ||
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# Go ahead and update the screen with what we've drawn. | ||
pygame.display.flip() | ||
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# Limit to 30 frames per second. | ||
clock.tick(30) | ||
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if __name__ == "__main__": | ||
main() | ||
# If you forget this line, the program will 'hang' | ||
# on exit if running from IDLE. | ||
pygame.quit() |