Intelegentny_Pszczelarz/.venv/Lib/site-packages/pygame/docs/generated/_sources/ref/joystick.rst.txt
2023-03-18 12:55:22 +01:00

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.. include:: common.txt
:mod:`pygame.joystick`
======================
.. module:: pygame.joystick
:synopsis: Pygame module for interacting with joysticks, gamepads, and trackballs.
| :sl:`Pygame module for interacting with joysticks, gamepads, and trackballs.`
The joystick module manages the joystick devices on a computer.
Joystick devices include trackballs and video-game-style
gamepads, and the module allows the use of multiple buttons and "hats".
Computers may manage multiple joysticks at a time.
Each instance of the Joystick class represents one gaming device plugged
into the computer. If a gaming pad has multiple joysticks on it, then the
joystick object can actually represent multiple joysticks on that single
game device.
For a quick way to initialise the joystick module and get a list of Joystick instances
use the following code::
pygame.joystick.init()
joysticks = [pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())]
The following event types will be generated by the joysticks ::
JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
And in pygame 2, which supports hotplugging::
JOYDEVICEADDED JOYDEVICEREMOVED
Note that in pygame 2, joysticks events use a unique "instance ID". The device index
passed in the constructor to a Joystick object is not unique after devices have
been added and removed. You must call :meth:`Joystick.get_instance_id()` to find
the instance ID that was assigned to a Joystick on opening.
The event queue needs to be pumped frequently for some of the methods to work.
So call one of pygame.event.get, pygame.event.wait, or pygame.event.pump regularly.
To be able to get joystick events and update the joystick objects while the window
is not in focus, you may set the ``SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS`` environment
variable. See :ref:`environment variables <environment-variables>` for more details.
.. function:: init
| :sl:`Initialize the joystick module.`
| :sg:`init() -> None`
This function is called automatically by ``pygame.init()``.
It initializes the joystick module. The module must be initialized before any
other functions will work.
It is safe to call this function more than once.
.. ## pygame.joystick.init ##
.. function:: quit
| :sl:`Uninitialize the joystick module.`
| :sg:`quit() -> None`
Uninitialize the joystick module. After you call this any existing joystick
objects will no longer work.
It is safe to call this function more than once.
.. ## pygame.joystick.quit ##
.. function:: get_init
| :sl:`Returns True if the joystick module is initialized.`
| :sg:`get_init() -> bool`
Test if the ``pygame.joystick.init()`` function has been called.
.. ## pygame.joystick.get_init ##
.. function:: get_count
| :sl:`Returns the number of joysticks.`
| :sg:`get_count() -> count`
Return the number of joystick devices on the system. The count will be ``0``
if there are no joysticks on the system.
When you create Joystick objects using ``Joystick(id)``, you pass an integer
that must be lower than this count.
.. ## pygame.joystick.get_count ##
.. class:: Joystick
| :sl:`Create a new Joystick object.`
| :sg:`Joystick(id) -> Joystick`
Create a new joystick to access a physical device. The id argument must be a
value from ``0`` to ``pygame.joystick.get_count() - 1``.
Joysticks are initialised on creation and are shut down when deallocated.
Once the device is initialized the pygame event queue will start receiving
events about its input.
.. versionchanged:: 2.0.0 Joystick objects are now opened immediately on creation.
.. method:: init
| :sl:`initialize the Joystick`
| :sg:`init() -> None`
Initialize the joystick, if it has been closed. It is safe to call this
even if the joystick is already initialized.
.. deprecated:: 2.0.0
In future it will not be possible to reinitialise a closed Joystick
object. Will be removed in Pygame 2.1.
.. ## Joystick.init ##
.. method:: quit
| :sl:`uninitialize the Joystick`
| :sg:`quit() -> None`
Close a Joystick object. After this the pygame event queue will no longer
receive events from the device.
It is safe to call this more than once.
.. ## Joystick.quit ##
.. method:: get_init
| :sl:`check if the Joystick is initialized`
| :sg:`get_init() -> bool`
Return True if the Joystick object is currently initialised.
.. ## Joystick.get_init ##
.. method:: get_id
| :sl:`get the device index (deprecated)`
| :sg:`get_id() -> int`
Returns the original device index for this device. This is the same
value that was passed to the ``Joystick()`` constructor. This method can
safely be called while the Joystick is not initialized.
.. deprecated:: 2.0.0
The original device index is not useful in pygame 2. Use
:meth:`.get_instance_id` instead. Will be removed in Pygame 2.1.
.. method:: get_instance_id() -> int
| :sl:`get the joystick instance id`
| :sg:`get_instance_id() -> int`
Get the joystick instance ID. This matches the ``instance_id`` field
that is given in joystick events.
.. versionadded:: 2.0.0dev11
.. method:: get_guid() -> str
| :sl:`get the joystick GUID`
| :sg:`get_guid() -> str`
Get the GUID string. This identifies the exact hardware of the joystick
device.
.. versionadded:: 2.0.0dev11
.. method:: get_power_level() -> str
| :sl:`get the approximate power status of the device`
| :sg:`get_power_level() -> str`
Get a string giving the power status of the device.
One of: ``empty``, ``low``, ``medium``, ``full``, ``wired``, ``max``, or
``unknown``.
.. versionadded:: 2.0.0dev11
.. ## Joystick.get_id ##
.. method:: get_name
| :sl:`get the Joystick system name`
| :sg:`get_name() -> string`
Returns the system name for this joystick device. It is unknown what name
the system will give to the Joystick, but it should be a unique name that
identifies the device. This method can safely be called while the
Joystick is not initialized.
.. ## Joystick.get_name ##
.. method:: get_numaxes
| :sl:`get the number of axes on a Joystick`
| :sg:`get_numaxes() -> int`
Returns the number of input axes are on a Joystick. There will usually be
two for the position. Controls like rudders and throttles are treated as
additional axes.
The ``pygame.JOYAXISMOTION`` events will be in the range from ``-1.0``
to ``1.0``. A value of ``0.0`` means the axis is centered. Gamepad devices
will usually be ``-1``, ``0``, or ``1`` with no values in between. Older
analog joystick axes will not always use the full ``-1`` to ``1`` range,
and the centered value will be some area around ``0``.
Analog joysticks usually have a bit of noise in their axis, which will
generate a lot of rapid small motion events.
.. ## Joystick.get_numaxes ##
.. method:: get_axis
| :sl:`get the current position of an axis`
| :sg:`get_axis(axis_number) -> float`
Returns the current position of a joystick axis. The value will range
from ``-1`` to ``1`` with a value of ``0`` being centered. You may want
to take into account some tolerance to handle jitter, and joystick drift
may keep the joystick from centering at ``0`` or using the full range of
position values.
The axis number must be an integer from ``0`` to ``get_numaxes() - 1``.
When using gamepads both the control sticks and the analog triggers are
usually reported as axes.
.. ## Joystick.get_axis ##
.. method:: get_numballs
| :sl:`get the number of trackballs on a Joystick`
| :sg:`get_numballs() -> int`
Returns the number of trackball devices on a Joystick. These devices work
similar to a mouse but they have no absolute position; they only have
relative amounts of movement.
The ``pygame.JOYBALLMOTION`` event will be sent when the trackball is
rolled. It will report the amount of movement on the trackball.
.. ## Joystick.get_numballs ##
.. method:: get_ball
| :sl:`get the relative position of a trackball`
| :sg:`get_ball(ball_number) -> x, y`
Returns the relative movement of a joystick button. The value is a ``x, y``
pair holding the relative movement since the last call to get_ball.
The ball number must be an integer from ``0`` to ``get_numballs() - 1``.
.. ## Joystick.get_ball ##
.. method:: get_numbuttons
| :sl:`get the number of buttons on a Joystick`
| :sg:`get_numbuttons() -> int`
Returns the number of pushable buttons on the joystick. These buttons
have a boolean (on or off) state.
Buttons generate a ``pygame.JOYBUTTONDOWN`` and ``pygame.JOYBUTTONUP``
event when they are pressed and released.
.. ## Joystick.get_numbuttons ##
.. method:: get_button
| :sl:`get the current button state`
| :sg:`get_button(button) -> bool`
Returns the current state of a joystick button.
.. ## Joystick.get_button ##
.. method:: get_numhats
| :sl:`get the number of hat controls on a Joystick`
| :sg:`get_numhats() -> int`
Returns the number of joystick hats on a Joystick. Hat devices are like
miniature digital joysticks on a joystick. Each hat has two axes of
input.
The ``pygame.JOYHATMOTION`` event is generated when the hat changes
position. The ``position`` attribute for the event contains a pair of
values that are either ``-1``, ``0``, or ``1``. A position of ``(0, 0)``
means the hat is centered.
.. ## Joystick.get_numhats ##
.. method:: get_hat
| :sl:`get the position of a joystick hat`
| :sg:`get_hat(hat_number) -> x, y`
Returns the current position of a position hat. The position is given as
two values representing the ``x`` and ``y`` position for the hat. ``(0, 0)``
means centered. A value of ``-1`` means left/down and a value of ``1`` means
right/up: so ``(-1, 0)`` means left; ``(1, 0)`` means right; ``(0, 1)`` means
up; ``(1, 1)`` means upper-right; etc.
This value is digital, ``i.e.``, each coordinate can be ``-1``, ``0`` or ``1``
but never in-between.
The hat number must be between ``0`` and ``get_numhats() - 1``.
.. ## Joystick.get_hat ##
.. method:: rumble
| :sl:`Start a rumbling effect`
| :sg:`rumble(low_frequency, high_frequency, duration) -> bool`
Start a rumble effect on the joystick, with the specified strength ranging
from 0 to 1. Duration is length of the effect, in ms. Setting the duration
to 0 will play the effect until another one overwrites it or
:meth:`Joystick.stop_rumble` is called. If an effect is already
playing, then it will be overwritten.
Returns True if the rumble was played successfully or False if the
joystick does not support it or :meth:`pygame.version.SDL` is below 2.0.9.
.. versionadded:: 2.0.2
.. ## Joystick.rumble ##
.. method:: stop_rumble
| :sl:`Stop any rumble effect playing`
| :sg:`stop_rumble() -> None`
Stops any rumble effect playing on the joystick. See
:meth:`Joystick.rumble` for more information.
.. versionadded:: 2.0.2
.. ## Joystick.stop_rumble ##
.. ## pygame.joystick.Joystick ##
.. ## pygame.joystick ##
.. figure:: code_examples/joystick_calls.png
:scale: 100 %
:alt: joystick module example
Example code for joystick module.
.. literalinclude:: ../../../examples/joystick.py
.. _controller-mappings:
Common Controller Axis Mappings
===============================
Controller mappings are drawn from the underlying SDL library which pygame uses and they differ
between pygame 1 and pygame 2. Below are a couple of mappings for three popular controllers.
Axis and hat mappings are listed from -1 to +1.
Nintendo Switch Left Joy-Con (pygame 2.x)
*****************************************
The Nintendo Switch Left Joy-Con has 4 axes, 11 buttons, and 0 hats. The values for the 4 axes never change.
The controller is recognized as "Wireless Gamepad"
* **Buttons**::
D-pad Up - Button 0
D-pad Down - Button 1
D-pad Left - Button 2
D-pad Right - Button 3
SL - Button 4
SR - Button 5
- - Button 8
Stick In - Button 10
Capture - Button 13
L - Button 14
ZL - Button 15
* **Hat/JoyStick**::
Down -> Up - Y Axis
Left -> Right - X Axis
Nintendo Switch Right Joy-Con (pygame 2.x)
******************************************
The Nintendo Switch Right Joy-Con has 4 axes, 11 buttons, and 0 hats. The values for the 4 axes never change.
The controller is recognized as "Wireless Gamepad"
* **Buttons**::
A Button - Button 0
B Button - Button 1
X Button - Button 2
Y Button - Button 3
SL - Button 4
SR - Button 5
+ - Button 9
Stick In - Button 11
Home - Button 12
R - Button 14
ZR - Button 15
* **Hat/JoyStick**::
Down -> Up - Y Axis
Left -> Right - X Axis
Nintendo Switch Pro Controller (pygame 2.x)
*******************************************
The Nintendo Switch Pro Controller has 6 axes, 16 buttons, and 0 hats.
The controller is recognized as "Nintendo Switch Pro Controller".
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 2
Up -> Down - Axis 3
* **Left Trigger**::
Out -> In - Axis 4
* **Right Trigger**::
Out -> In - Axis 5
* **Buttons**::
A Button - Button 0
B Button - Button 1
X Button - Button 2
Y Button - Button 3
- Button - Button 4
Home Button - Button 5
+ Button - Button 6
L. Stick In - Button 7
R. Stick In - Button 8
Left Bumper - Button 9
Right Bumper - Button 10
D-pad Up - Button 11
D-pad Down - Button 12
D-pad Left - Button 13
D-pad Right - Button 14
Capture Button - Button 15
XBox 360 Controller (pygame 2.x)
********************************
The Xbox 360 controller mapping has 6 axes, 11 buttons and 1 hat.
The controller is recognized as "Xbox 360 Controller".
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 3
Up -> Down - Axis 4
* **Left Trigger**::
Out -> In - Axis 2
* **Right Trigger**::
Out -> In - Axis 5
* **Buttons**::
A Button - Button 0
B Button - Button 1
X Button - Button 2
Y Button - Button 3
Left Bumper - Button 4
Right Bumper - Button 5
Back Button - Button 6
Start Button - Button 7
L. Stick In - Button 8
R. Stick In - Button 9
Guide Button - Button 10
* **Hat/D-pad**::
Down -> Up - Y Axis
Left -> Right - X Axis
Playstation 4 Controller (pygame 2.x)
*************************************
The PlayStation 4 controller mapping has 6 axes and 16 buttons.
The controller is recognized as "PS4 Controller".
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 2
Up -> Down - Axis 3
* **Left Trigger**::
Out -> In - Axis 4
* **Right Trigger**::
Out -> In - Axis 5
* **Buttons**::
Cross Button - Button 0
Circle Button - Button 1
Square Button - Button 2
Triangle Button - Button 3
Share Button - Button 4
PS Button - Button 5
Options Button - Button 6
L. Stick In - Button 7
R. Stick In - Button 8
Left Bumper - Button 9
Right Bumper - Button 10
D-pad Up - Button 11
D-pad Down - Button 12
D-pad Left - Button 13
D-pad Right - Button 14
Touch Pad Click - Button 15
XBox 360 Controller (pygame 1.x)
********************************
The Xbox 360 controller mapping has 5 axes, 10 buttons, and 1 hat.
The controller is recognized as "Controller (XBOX 360 For Windows)".
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 4
Up -> Down - Axis 3
* **Left Trigger & Right Trigger**::
RT -> LT - Axis 2
* **Buttons**::
A Button - Button 0
B Button - Button 1
X Button - Button 2
Y Button - Button 3
Left Bumper - Button 4
Right Bumper - Button 5
Back Button - Button 6
Start Button - Button 7
L. Stick In - Button 8
R. Stick In - Button 9
* **Hat/D-pad**::
Down -> Up - Y Axis
Left -> Right - X Axis
Playstation 4 Controller (pygame 1.x)
*************************************
The PlayStation 4 controller mapping has 6 axes, 14 buttons, and 1 hat.
The controller is recognized as "Wireless Controller".
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 2
Up -> Down - Axis 3
* **Left Trigger**::
Out -> In - Axis 5
* **Right Trigger**::
Out -> In - Axis 4
* **Buttons**::
Cross Button - Button 0
Circle Button - Button 1
Square Button - Button 2
Triangle Button - Button 3
Left Bumper - Button 4
Right Bumper - Button 5
L. Trigger(Full)- Button 6
R. Trigger(Full)- Button 7
Share Button - Button 8
Options Button - Button 9
L. Stick In - Button 10
R. Stick In - Button 11
PS Button - Button 12
Touch Pad Click - Button 13
* **Hat/D-pad**::
Down -> Up - Y Axis
Left -> Right - X Axis