Controls testing. /JL

This commit is contained in:
2025-03-22 09:03:16 +01:00
parent 864cf88c42
commit 15b1de2ad7
11 changed files with 128 additions and 56 deletions

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testing/controls.py Normal file
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import pygame
from abc import ABC, abstractmethod
# Initialize pygame
pygame.init()
# Screen settings
WIDTH, HEIGHT = 600, 400
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Select Control Method")
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
# Font
font = pygame.font.Font(None, 36)
# Load images (replace with actual image paths)
def load_image(path, max_size):
image = pygame.image.load(path).convert_alpha() # Use convert_alpha for transparency
image_rect = image.get_rect()
scale_factor = min(max_size[0] / image_rect.width, max_size[1] / image_rect.height)
new_size = (int(image_rect.width * scale_factor), int(image_rect.height * scale_factor))
return pygame.transform.smoothscale(image, new_size)
keyboard_image = load_image("keyboard.png", (100, 100))
#joystick_image = load_image("ps5-dualsense.png", (100, 100))
joystick_image = load_image("gamepad.png", (100, 100))
# Abstract Control Class
class Control(ABC):
@abstractmethod
def handle_input(self, event):
pass
class KeyboardControl(Control):
def handle_input(self, event):
if event.type == pygame.KEYDOWN:
print("Keyboard key pressed")
class JoystickControl(Control):
def __init__(self, joystick_id):
self.joystick = pygame.joystick.Joystick(joystick_id)
self.joystick.init()
def handle_input(self, event):
if event.type == pygame.JOYBUTTONDOWN and event.joy == self.joystick.get_id():
print(f"Joystick {self.joystick.get_id()} button pressed")
# Options
options = ["Keyboard"]
option_images = {"Keyboard": keyboard_image}
pygame.joystick.init()
joystick_count = pygame.joystick.get_count()
joystick_controls = {}
for i in range(joystick_count):
joystick = pygame.joystick.Joystick(i)
joystick.init()
joystick_name = joystick.get_name()
options.append(joystick_name)
joystick_controls[joystick_name] = JoystickControl(i)
option_images[joystick_name] = joystick_image
selected_index = 0
# Control mapping
control_classes = {"Keyboard": KeyboardControl}
control_classes.update(joystick_controls)
selected_control = KeyboardControl()
running = True
while running:
screen.fill(WHITE)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN and selected_index < len(options) - 1:
selected_index += 1
elif event.key == pygame.K_UP and selected_index > 0:
selected_index -= 1
elif event.key == pygame.K_RETURN:
selected_control = control_classes[options[selected_index]]() if options[selected_index] == "Keyboard" else joystick_controls[options[selected_index]]
elif event.type == pygame.MOUSEBUTTONDOWN:
x, y = event.pos
for i in range(len(options)):
if 100 <= x <= 300 and 100 + i * 40 <= y <= 140 + i * 40:
selected_index = i
selected_control = control_classes[options[selected_index]]() if options[selected_index] == "Keyboard" else joystick_controls[options[selected_index]]
break
# Pass input to selected control method
selected_control.handle_input(event)
# Render label
label = font.render("Controls:", True, BLACK)
screen.blit(label, (50, 50))
# Render list
for i, option in enumerate(options):
color = RED if i == selected_index else BLACK
text = font.render(option, True, color)
screen.blit(text, (100, 100 + i * 40))
# Render selected item image
selected_option = options[selected_index]
if selected_option in option_images:
image = option_images[selected_option]
image_rect = image.get_rect(center=(500, 200)) # Keep aspect ratio
screen.blit(image, image_rect.topleft)
pygame.display.flip()
pygame.quit()

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testing/joystick.py Normal file
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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:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 25)
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
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")
# Used to manage how fast the screen updates.
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(f"Rumble effect played on joystick {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(f"Joystick {joy.get_instance_id()} connencted")
if event.type == pygame.JOYDEVICEREMOVED:
del joysticks[event.instance_id]
print(f"Joystick {event.instance_id} disconnected")
# 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()
# Get count of joysticks.
joystick_count = pygame.joystick.get_count()
text_print.tprint(screen, f"Number of joysticks: {joystick_count}")
text_print.indent()
# For each joystick:
for joystick in joysticks.values():
jid = joystick.get_instance_id()
text_print.tprint(screen, f"Joystick {jid}")
text_print.indent()
# Get the name from the OS for the controller/joystick.
name = joystick.get_name()
text_print.tprint(screen, f"Joystick name: {name}")
guid = joystick.get_guid()
text_print.tprint(screen, f"GUID: {guid}")
power_level = joystick.get_power_level()
text_print.tprint(screen, f"Joystick's power level: {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, f"Number of axes: {axes}")
text_print.indent()
for i in range(axes):
axis = joystick.get_axis(i)
text_print.tprint(screen, f"Axis {i} value: {axis:>6.3f}")
text_print.unindent()
buttons = joystick.get_numbuttons()
text_print.tprint(screen, f"Number of buttons: {buttons}")
text_print.indent()
for i in range(buttons):
button = joystick.get_button(i)
text_print.tprint(screen, f"Button {i:>2} value: {button}")
text_print.unindent()
hats = joystick.get_numhats()
text_print.tprint(screen, f"Number of hats: {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, f"Hat {i} value: {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()