Esempio n. 1
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    print 'switch-release', event.state.switch


def button(event):
    print 'button', event.state.button


def button_press(event):
    print 'button-press', event.state.button


def button_release(event):
    print 'button-release', event.state.button


gamepad.on('move', move)
gamepad.on('move-x', move_x)
gamepad.on('move-y', move_y)
gamepad.on('move-left', move_left)
gamepad.on('move-right', move_right)
gamepad.on('move-up', move_up)
gamepad.on('move-down', move_down)
gamepad.on('move-center', move_center)
gamepad.on('switch', switch)
gamepad.on('switch-press', switch_press)
gamepad.on('switch-release', switch_release)
gamepad.on('button', button)
gamepad.on('button-press', button_press)
gamepad.on('button-release', button_release)
gamepad.listen()
Esempio n. 2
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"""
this is the way to repeat some code on
the following events

 * move-left
 * move-right
 * move-up
 * move-down
"""

def move(event):
    while gamepad.is_holding(event):
        print 'move',
        if event.is_move_left():
            print 'left'
        elif event.is_move_right():
            print 'right'
        elif event.is_move_up():
            print 'up'
        elif event.is_move_down():
            print 'down'
        time.sleep(1)

def center(event):
    print "center", event.state.get_axes()

gamepad.on('move', move)
gamepad.on('move-center', center)
gamepad.listen()
Esempio n. 3
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def switch_press(event):
    print 'switch-press', event.state.switch

def switch_release(event):
    print 'switch-release', event.state.switch

def button(event):
    print 'button', event.state.button

def button_press(event):
    print 'button-press', event.state.button

def button_release(event):
    print 'button-release', event.state.button

gamepad.on('move', move)
gamepad.on('move-x', move_x)
gamepad.on('move-y', move_y)
gamepad.on('move-left', move_left)
gamepad.on('move-right', move_right)
gamepad.on('move-up', move_up)
gamepad.on('move-down', move_down)
gamepad.on('move-center', move_center)
gamepad.on('switch', switch)
gamepad.on('switch-press', switch_press)
gamepad.on('switch-release', switch_release)
gamepad.on('button', button)
gamepad.on('button-press', button_press)
gamepad.on('button-release', button_release)
gamepad.listen()
Esempio n. 4
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the following events

 * move-left
 * move-right
 * move-up
 * move-down
"""


def move(event):
    while gamepad.is_holding(event):
        print 'move',
        if event.is_move_left():
            print 'left'
        elif event.is_move_right():
            print 'right'
        elif event.is_move_up():
            print 'up'
        elif event.is_move_down():
            print 'down'
        time.sleep(1)


def center(event):
    print "center", event.state.get_axes()


gamepad.on('move', move)
gamepad.on('move-center', center)
gamepad.listen()
Esempio n. 5
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class JogController:
    def __init__(self, grbl):
        self.step_size = 0.1  # mm
        self.max_feedrate = 1000
        self.loop_delay = 0.02

        self.jogging = False
        self.stepping = False
        self.grbl = grbl

        self.gamepad = Gamepad()

        # Feed hold
        self.gamepad.on('l1', lambda *a: grbl.send(b'!'))

        # Resume cycle
        self.gamepad.on('l2', lambda *a: grbl.send(b'~'))

        self.gamepad.on('btn11', self.toggle_stepping)  # left axis btn
        self.gamepad.on('select', lambda *a: grbl.soft_reset())
        self.gamepad.on('start', lambda *a: grbl.unlock())
        self.gamepad.on('dpady', self.on_dpady)

        # zero X-axis work coordinates
        self.gamepad.on('btn2', lambda *a: grbl.set_active_coord_system(x=0))

        # zero Y-axis work coordinates
        self.gamepad.on('btn1',
                        lambda *a: self.grbl.set_active_coord_system(y=0))

        # zero Z-axis work coordinates
        self.gamepad.on('btn3',
                        lambda *a: self.grbl.set_active_coord_system(z=0))

    def start(self):
        self._running = True
        self.thread = Thread(target=self.run)
        self.thread.daemon = True
        self.thread.start()

    def stop(self):
        self._running = False
        self.thread.join()
        del self.thread

    def run(self):
        while self._running:
            if self.gamepad.connected:
                self._do_jog()

    def toggle_stepping(self, *a):
        self.stepping = not self.stepping
        print("stepping: {}".format(self.stepping))

    def cancel_jog(self, *a):
        print("cancel jog (0x85)")
        self.grbl.jog_cancel()
        self.jogging = False

    def on_dpady(self, value, event):
        self.max_feedrate *= (1 - 0.1 * value)
        print("max feedrate: {}".format(self.max_feedrate))

    def _do_jog(self):
        sleep(0.005)

        # create vector from controller inputs (invert Y)

        v = V(
            self.gamepad.axis('lx'),
            -self.gamepad.axis('ly'),
            -self.gamepad.axis('ry'),
        )

        if v.length > 1e-5:
            if self.stepping and self.jogging:
                return
            self.jogging = True
        else:
            if self.jogging:
                self.cancel_jog()
            return

        feedrate = int(v.length * self.max_feedrate)
        step_size_mod = self.step_size * (feedrate / self.max_feedrate)
        delta = v.normal * step_size_mod

        self.grbl.jog(feedrate, x=delta.x, y=delta.y, z=delta.z)