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controller_test.py
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controller_test.py
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import pygame
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# This is a simple class that will help us print to the screen
# It has nothing to do with the joysticks, just outputing the
# information.
class TextPrint:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def aprint(self, screen, textString):
textBitmap = self.font.render(textString, True, BLACK)
screen.blit(textBitmap, [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
pygame.init()
# Set the width and height of the screen [width,height]
size = [500, 700]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# Initialize the joysticks
pygame.joystick.init()
# Get ready to print
textPrint = TextPrint()
# -------- Main Program Loop -----------
while done == False:
# EVENT PROCESSING STEP
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
# Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
if event.type == pygame.JOYBUTTONDOWN:
print("Joystick button pressed.")
if event.type == pygame.JOYBUTTONUP:
print("Joystick button released.")
# 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)
textPrint.reset()
# Get count of joysticks
joystick_count = pygame.joystick.get_count()
textPrint.aprint(screen, "Number of joysticks: {}".format(joystick_count))
textPrint.indent()
# For each joystick:
for i in range(joystick_count):
joystick = pygame.joystick.Joystick(i)
joystick.init()
textPrint.aprint(screen, "Joystick {}".format(i))
textPrint.indent()
# Get the name from the OS for the controller/joystick
name = joystick.get_name()
textPrint.aprint(screen, "Joystick name: {}".format(name))
# Usually axis run in pairs, up/down for one, and left/right for
# the other.
axes = joystick.get_numaxes()
textPrint.aprint(screen, "Number of axes: {}".format(axes))
textPrint.indent()
for i in range(axes):
axis = joystick.get_axis(i)
textPrint.aprint(screen, "Axis {} value: {:>6.3f}".format(i, axis))
textPrint.unindent()
buttons = joystick.get_numbuttons()
textPrint.aprint(screen, "Number of buttons: {}".format(buttons))
textPrint.indent()
for i in range(buttons):
button = joystick.get_button(i)
textPrint.aprint(screen, "Button {:>2} value: {}".format(i, button))
textPrint.unindent()
# Hat switch. All or nothing for direction, not like joysticks.
# Value comes back in an array.
hats = joystick.get_numhats()
textPrint.aprint(screen, "Number of hats: {}".format(hats))
textPrint.indent()
for i in range(hats):
hat = joystick.get_hat(i)
textPrint.aprint(screen, "Hat {} value: {}".format(i, str(hat)))
textPrint.unindent()
textPrint.unindent()
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 20 frames per second
clock.tick(20)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit()