AIprojekt-wozek/venv/Lib/site-packages/pygame/examples/joystick.py
2022-03-10 19:45:28 +01:00

150 lines
5.2 KiB
Python

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(object):
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def tprint(self, screen, text):
text_bitmap = self.font.render(text, True, "black")
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")
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(
"Rumble effect played on joystick {}".format(
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("Joystick {} connencted".format(joy.get_instance_id()))
if event.type == pygame.JOYDEVICEREMOVED:
del joysticks[event.instance_id]
print("Joystick {} disconnected".format(event.instance_id))
# 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("white")
text_print.reset()
text_print.tprint(screen, "Number of joysticks: {}".format(len(joysticks)))
text_print.indent()
# For each joystick:
for joystick in joysticks.values():
jid = joystick.get_instance_id()
text_print.tprint(screen, "Joystick {}".format(jid))
text_print.indent()
# Get the name from the OS for the joystick.
name = joystick.get_name()
text_print.tprint(screen, "Joystick name: {}".format(name))
guid = joystick.get_guid()
text_print.tprint(screen, "GUID: {}".format(guid))
power_level = joystick.get_power_level()
text_print.tprint(screen, "Joystick's power level: {}".format(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, "Number of axes: {}".format(axes))
text_print.indent()
for i in range(axes):
axis = joystick.get_axis(i)
text_print.tprint(screen, "Axis {} value: {:>6.3f}".format(i, axis))
text_print.unindent()
buttons = joystick.get_numbuttons()
text_print.tprint(screen, "Number of buttons: {}".format(buttons))
text_print.indent()
for i in range(buttons):
button = joystick.get_button(i)
text_print.tprint(screen, "Button {:>2} value: {}".format(i, button))
text_print.unindent()
hats = joystick.get_numhats()
text_print.tprint(screen, "Number of hats: {}".format(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, "Hat {} value: {}".format(i, 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()