Controls testing. /JL
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119
testing/controls.py
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119
testing/controls.py
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import pygame
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from abc import ABC, abstractmethod
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# Initialize pygame
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pygame.init()
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# Screen settings
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WIDTH, HEIGHT = 600, 400
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Select Control Method")
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# Colors
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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BLUE = (0, 0, 255)
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RED = (255, 0, 0)
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# Font
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font = pygame.font.Font(None, 36)
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# Load images (replace with actual image paths)
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def load_image(path, max_size):
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image = pygame.image.load(path).convert_alpha() # Use convert_alpha for transparency
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image_rect = image.get_rect()
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scale_factor = min(max_size[0] / image_rect.width, max_size[1] / image_rect.height)
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new_size = (int(image_rect.width * scale_factor), int(image_rect.height * scale_factor))
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return pygame.transform.smoothscale(image, new_size)
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keyboard_image = load_image("keyboard.png", (100, 100))
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#joystick_image = load_image("ps5-dualsense.png", (100, 100))
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joystick_image = load_image("gamepad.png", (100, 100))
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# Abstract Control Class
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class Control(ABC):
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@abstractmethod
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def handle_input(self, event):
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pass
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class KeyboardControl(Control):
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def handle_input(self, event):
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if event.type == pygame.KEYDOWN:
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print("Keyboard key pressed")
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class JoystickControl(Control):
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def __init__(self, joystick_id):
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self.joystick = pygame.joystick.Joystick(joystick_id)
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self.joystick.init()
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def handle_input(self, event):
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if event.type == pygame.JOYBUTTONDOWN and event.joy == self.joystick.get_id():
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print(f"Joystick {self.joystick.get_id()} button pressed")
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# Options
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options = ["Keyboard"]
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option_images = {"Keyboard": keyboard_image}
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pygame.joystick.init()
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joystick_count = pygame.joystick.get_count()
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joystick_controls = {}
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for i in range(joystick_count):
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joystick = pygame.joystick.Joystick(i)
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joystick.init()
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joystick_name = joystick.get_name()
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options.append(joystick_name)
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joystick_controls[joystick_name] = JoystickControl(i)
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option_images[joystick_name] = joystick_image
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selected_index = 0
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# Control mapping
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control_classes = {"Keyboard": KeyboardControl}
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control_classes.update(joystick_controls)
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selected_control = KeyboardControl()
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running = True
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while running:
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screen.fill(WHITE)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_DOWN and selected_index < len(options) - 1:
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selected_index += 1
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elif event.key == pygame.K_UP and selected_index > 0:
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selected_index -= 1
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elif event.key == pygame.K_RETURN:
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selected_control = control_classes[options[selected_index]]() if options[selected_index] == "Keyboard" else joystick_controls[options[selected_index]]
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elif event.type == pygame.MOUSEBUTTONDOWN:
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x, y = event.pos
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for i in range(len(options)):
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if 100 <= x <= 300 and 100 + i * 40 <= y <= 140 + i * 40:
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selected_index = i
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selected_control = control_classes[options[selected_index]]() if options[selected_index] == "Keyboard" else joystick_controls[options[selected_index]]
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break
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# Pass input to selected control method
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selected_control.handle_input(event)
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# Render label
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label = font.render("Controls:", True, BLACK)
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screen.blit(label, (50, 50))
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# Render list
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for i, option in enumerate(options):
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color = RED if i == selected_index else BLACK
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text = font.render(option, True, color)
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screen.blit(text, (100, 100 + i * 40))
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# Render selected item image
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selected_option = options[selected_index]
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if selected_option in option_images:
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image = option_images[selected_option]
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image_rect = image.get_rect(center=(500, 200)) # Keep aspect ratio
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screen.blit(image, image_rect.topleft)
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pygame.display.flip()
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pygame.quit()
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151
testing/joystick.py
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151
testing/joystick.py
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@@ -0,0 +1,151 @@
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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:
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def __init__(self):
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self.reset()
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self.font = pygame.font.Font(None, 25)
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def tprint(self, screen, text):
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text_bitmap = self.font.render(text, True, (0, 0, 0))
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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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# Used to manage how fast the screen updates.
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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(f"Rumble effect played on joystick {event.instance_id}")
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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(f"Joystick {joy.get_instance_id()} connencted")
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if event.type == pygame.JOYDEVICEREMOVED:
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del joysticks[event.instance_id]
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print(f"Joystick {event.instance_id} disconnected")
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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((255, 255, 255))
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text_print.reset()
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# Get count of joysticks.
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joystick_count = pygame.joystick.get_count()
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text_print.tprint(screen, f"Number of joysticks: {joystick_count}")
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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, f"Joystick {jid}")
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text_print.indent()
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# Get the name from the OS for the controller/joystick.
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name = joystick.get_name()
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text_print.tprint(screen, f"Joystick name: {name}")
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guid = joystick.get_guid()
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text_print.tprint(screen, f"GUID: {guid}")
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power_level = joystick.get_power_level()
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text_print.tprint(screen, f"Joystick's power level: {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, f"Number of axes: {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, f"Axis {i} value: {axis:>6.3f}")
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text_print.unindent()
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buttons = joystick.get_numbuttons()
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text_print.tprint(screen, f"Number of buttons: {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, f"Button {i:>2} value: {button}")
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text_print.unindent()
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hats = joystick.get_numhats()
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text_print.tprint(screen, f"Number of hats: {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, f"Hat {i} value: {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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