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controller.py
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controller.py
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print 'how to interact with dualshock4 with python'
import sys
import pygame
from OpenGL.GL import *
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
class TextPrint:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def log(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
def main2():
pygame.init()
size = [500, 700]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
done = False
clock = pygame.time.Clock()
# Initialize the joysticks
pygame.joystick.init()
# Get ready to print
textPrint = TextPrint()
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.log(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.log(screen, "Joystick {}".format(i) )
textPrint.indent()
# Get the name from the OS for the controller/joystick
name = joystick.get_name()
textPrint.log(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.log(screen, "Number of axes: {}".format(axes) )
textPrint.indent()
for i in range( axes ):
axis = joystick.get_axis( i )
textPrint.log(screen, "Axis {} value: {:>6.3f}".format(i, axis) )
textPrint.unindent()
buttons = joystick.get_numbuttons()
textPrint.log(screen, "Number of buttons: {}".format(buttons) )
textPrint.indent()
for i in range( buttons ):
button = joystick.get_button( i )
textPrint.log(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.log(screen, "Number of hats: {}".format(hats) )
textPrint.indent()
for i in range( hats ):
hat = joystick.get_hat( i )
textPrint.log(screen, "Hat {} value: {}".format(i, str(hat)) )
textPrint.unindent()
textPrint.unindent()
# glPushMatrix()
# glRotatef(roty_scale * axis[4], 1, 0, 0)
# glRotatef(rotx_scale * axis[5], 0, 0, 1)
# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# glBegin(GL_LINES)
# for edge in edges:
# for vertex in edge:
# glColor3fv((1,1,1))
# glVertex3fv(vertices[vertex])
# glEnd()
# glPopMatrix()
# 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 ()
def main():
# pygame.joystick.init()
# joysticks = [pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())]
controller = pygame.joystick.Joystick(0)
controller.init()
axis = {}
button = {}
# these are the identifiers for the PS4's accelerometers
AXIS_X = 3
AXIS_Y = 4
# variables we'll store the rotations in, initialised to zero
rot_x = 0.0
rot_y = 0.0
# main loop
while not True:
# copy rot_x/rot_y into axis[] in case we don't read any
axis[AXIS_X] = rot_x
axis[AXIS_Y] = rot_y
# retrieve any events ...
for event in pygame.event.get():
if event.type == pygame.JOYAXISMOTION:
axis[event.axis] = round(event.value,2)
elif event.type == pygame.JOYBUTTONDOWN:
button[event.button] = True
elif event.type == pygame.JOYBUTTONUP:
button[event.button] = False
rot_x = axis[AXIS_X]
rot_y = axis[AXIS_Y]
print axis
# do something with this ...
if __name__ == "__main__":
main2()