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