Esempio n. 1
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    def __init__(self, joystick_number=JOYSTICK_NUMBER):
        """
        Makes a new joystick instance.

        :param joystick_number: use if there is more than one joystick
        :returns: the instance

        :raises RuntimeWarning if no joystick is found or it is unknown type
        """
        self.joy: Optional[joystick.Joystick] = None
        self.numAxes: Optional[int] = None
        self.numButtons: Optional[int] = None
        self.axes = None
        self.buttons = None
        self.name: Optional[str] = None
        self.joystick_number: int = joystick_number
        self.lastTime = 0
        self.lastActive = 0
        self.run_user_model_pressed = False  # only used to log changes to/from running user model

        self._rev_was_pressed = False  # to go to reverse mode or toggle out of it
        self._auto_was_pressed = False  # to toggle out of autodrive if we pressed Y on joy to enter it
        joystick.init()
        count = joystick.get_count()
        if count < 1:
            raise RuntimeWarning('no joystick(s) found')

        self.platform = platform.system()

        self.lastActive = time.time()
        try:
            self.joy = joystick.Joystick(self.joystick_number)
        except:
            if self.platform == 'Linux':  # Linux list joysticks from 3 to 0 instead of 0 to 3
                if self.joystick_number == 0:
                    self.joy = joystick.Joystick(3)
                else:
                    self.joy = joystick.Joystick(4 - self.joystick_number)

        self.joy.init()
        self.numAxes = self.joy.get_numaxes()
        self.numButtons = self.joy.get_numbuttons()
        self.name = self.joy.get_name()
        logger.info(f'joystick is named "{self.name}"')
        if not self.name == my_joystick.XBOX_ONE_BLUETOOTH_JOYSTICK \
                and not self.name == my_joystick.XBOX_360_WIRELESS_RECEIVER \
                and not self.name == my_joystick.XBOX_ELITE \
                and not self.name == my_joystick.XBOX_WIRED \
                and not self.name == my_joystick.PS4_WIRELESS_CONTROLLER \
                and not self.name == my_joystick.PS4_DUALSHOCK4:
            logger.warning('Name: {}'.format(self.name))
            logger.warning(
                'Unknown joystick type {} found.'
                'Add code to correctly map inputs by running my_joystick as main'
                .format(self.name))
            raise RuntimeWarning('unknown joystick type "{}" found'.format(
                self.name))
        logger.debug(
            'joystick named "{}" found with {} axes and {} buttons'.format(
                self.name, self.numAxes, self.numButtons))
Esempio n. 2
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def main(argv=[]):
    display.init()
    joystick.init()

    if len(argv) > 1:
        for sz in argv[1:]:
            try:
                joystick.Joystick(int(sz)).init()
            except:
                pass
    else:
        for i in xrange(joystick.get_count()):
            joystick.Joystick(i).init()

    e = event.wait()
    while e.type != QUIT:
        if e.type == JOYAXISMOTION:
            print 'js', e.joy, 'axis', e.axis, round(e.value, P)
        elif e.type == JOYBALLMOTION:
            print 'js', e.joy, 'ball', e.ball, round(e.rel, P)
        elif e.type == JOYHATMOTION:
            print 'js', e.joy, 'hat', e.hat, h[e.value]
        elif e.type == JOYBUTTONUP:
            print 'js', e.joy, 'button', e.button, 'up'
        elif e.type == JOYBUTTONDOWN:
            print 'js', e.joy, 'button', e.button, 'down'
        e = event.wait()
Esempio n. 3
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    def __init__(self):
        try:
            PJ.init()  # initializes PJ module, NOT joystick itself
            self.names = []

            self.joystick = PJ.Joystick(0)
            self.joystick.init()

            ##assuming just 1 joystick
            self.names.append(PJ.Joystick(0).get_name())

            #A is attack (space)
            #B is pick up (s)
            #x is set trap (a)
            #y is drop (d)
            #r is eat (e)

            self.buttons = [
                False for i in range(self.joystick.get_numbuttons())
            ]
            ##test
            self.axishats = [False, False, False]  # axis 0, 1; hat 0
            self.button_pos = [(216, 74), (236, 92), (255, 74), (236, 56),
                               (608, 88), (476, 104), (606, 118), (476, 136),
                               (134, 56), (188, 56)]

            #        self.buttons = ['up', 'down', 'left', 'right', 'start', 'attack', 'pickup', 'settrap', 'drop', 'eat']
            #        self.key_map = {
            #                    PG.K_UP : 'up',
            #                    PG.K_DOWN : 'down',
            #                    PG.K_LEFT : 'left',
            #                    PG.K_RIGHT : 'right',
            #                    PG.K_RETURN : 'start',
            #                    PG.K_a : 'attack',
            #                    PG.K_b : 'pickup',
            #                    PG.K_x : 'settrap',
            #                    PG.K_y : 'drop',
            #                    PG.K_l : 'eat'
            #                }

            self.keys_pressed = {}
            for button in self.buttons:
                self.keys_pressed[button] = False

            self.joystick_config = {}

            self.quit_attempt = False

        except PG.error, err:
            pass
Esempio n. 4
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    def __init__(self,
                 logger: object,
                 idx: int,
                 name: str,
                 ndigit: int = 2) -> None:
        """
        Constructor.

        Params:
            dispatcher:     The application event dispatcher.
            logger:         The application logger.
            idx:            The index of the controller from 0 to
                            pygame.joystick.get_count().
            name:           The controller name.
            ndigit:         The digit number for the axis precision.
                            Default: 2.
        """
        self._logger = logger.getLogger(f"CTRL_{idx}")
        self._idx = idx
        self._ndigit = ndigit
        self._isCalibrated = False
        self._logger.info(f"creating controller {name}")
        self._joystick = joystick.Joystick(idx)
        self._joystick.init()
        filename = f"{name.lower().replace(' ', '_')}.json"
        configFilePath = os.path.join(self.CONFIG_ROOT_DIR, filename)
        with open(configFilePath) as configFile:
            self._config = json.load(configFile)
Esempio n. 5
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    def set_parameters(self, params):
        """Set joystick and its axes"""

        if self.i_j != params.i_j and \
           params.i_j < joystick.get_count() and \
           params.i_j >= 0:
            self.i_j = params.i_j
            self.joystick.quit()
            self.joystick = joystick.Joystick(self.i_j)
            self.joystick.init()

        if self.i_x != params.i_x and \
           params.i_x < self.joystick.get_numaxes() and \
           params.i_x >= 0:
            self.i_x = params.i_x

        if self.i_y != params.i_y and \
           params.i_y < self.joystick.get_numaxes() and \
           params.i_y >= 0 and \
           params.i_y != self.i_x:
            self.i_y = params.i_y

        if self.i_x == self.i_y:
            if self.i_x + 1 >= self.joystick.get_numaxes():
                self.i_y = self.i_x - 1
            else:
                self.i_y = self.i_x + 1

        self.inv_x = params.inv_x
        self.inv_y = params.inv_y
Esempio n. 6
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    def __init__(self, id=0, deadzone=.2):
        '''
        Creats controller object
        '''
        display.init()
        joystick.init()
        self.joystick = joystick.Joystick(id)
        self.joystick.init()
        self.deadzone = deadzone

        # Controller Pressed Values
        self.A = 0
        self.B = 0
        self.X = 0
        self.Y = 0
        self.LB = 0
        self.RB = 0
        self.SELECT = 0
        self.START = 0
        self.XBOX = 0
        self.LS = 0
        self.RS = 0
        self.LX = 0
        self.LY = 0
        self.LT = 0
        self.RT = 0
        self.RX = 0
        self.RY = 0
        self.DX = 0
        self.DY = 0
Esempio n. 7
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def create_gamepad(device_index):
    stick = joystick.Joystick(device_index)
    instance = stick.get_instance_id()
    if instance in controllers:
        print("Duplicate", instance)
        return

    group = w2d.Group([
        scene.layers[0].add_sprite('gamepad_base'), scene.layers[0].add_sprite(
            'stick', pos=LSTICK_CENTER), scene.layers[0].add_sprite(
                'stick', pos=RSTICK_CENTER), scene.layers[0].add_sprite(
                    'button', pos=(72, -19)), scene.layers[0].add_sprite(
                        'button', pos=(89, -36)), scene.layers[0].add_sprite(
                            'button', pos=(56, -36)),
        scene.layers[0].add_sprite('button', pos=(72, -52)),
        scene.layers[0].add_label(stick.get_name(),
                                  pos=(0, 80),
                                  color='black',
                                  fontsize=14,
                                  align="center")
    ],
                      pos=(midline, len(controllers) * 200 + 100),
                      scale=0.01)
    for button, color in zip(group[3:7], colors):
        button.color = darker(color)
        button.on_color = color

    w2d.animate(group, tween="out_elastic", scale=1.0)

    controllers[stick.get_instance_id()] = (stick, group)
Esempio n. 8
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 def __init__(self):
     self.world = b2World(gravity=(0, 0))
     for x, y, ex, ey in (  #50x80 field with 4 static objects (walls) TODO add 2; locations are in (cx,cy,w/2,h/2)
         (-27.5, 0, .5, 13.5),
         (27.5, 0, .5, 13.5),
         (0, -14, 27, .5),
         (0, 14, 27, .5),
     ):
         body = self.world.CreateStaticBody(
             position=(x, y),
             shapes=b2PolygonShape(box=(ex, ey)),
         )  #friction .2
     self.robot = self.world.CreateDynamicBody(position=(-20, 0))
     box = self.robot.CreatePolygonFixture(
         box=(3, 3), density=100, friction=.7
     )  #TODO use right parameters; 100 kg? 3'x3f; friction does NOTHING for now
     self.robot.linearDamping = .7
     self.robot.angularDamping = 1.4
     self.joy = None
     if joystick.get_count() < 1:
         print "warning: no joystick"
         self.joy = None
     else:
         self.joy = joystick.Joystick(0)
         self.joy.init()
         print "joystick", self.joy.get_name()
Esempio n. 9
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    def on_start(self):
        "Initialize joysticks"
        self.joystick = []
        for x in range(joystick.get_count()):
            j = joystick.Joystick(x)
            j.init()
            if self.test_mode:
                print 'Joystick_Input enabled joystick #' + str(x) + \
                                                        ': ' + j.get_name()
            self.joystick.append(j)
        if not joystick.get_count():
            if self.test_mode:
                print 'Joystick_Input: No Joysticks to Initialize'

        if self.test_mode:
            # create a mini component because we don't want to slow down
            # joystick response unless we're in test_mode
            class Joystick_Test_Component(Component):
                @component_method
                def handle_joybuttondown(self, event):
                    print event

                @component_method
                def handle_joybuttonup(self, event):
                    print event

                @component_method
                def handle_joyaxismotion(self, event):
                    print event

            self.owner.components.add(Joystick_Test_Component())
Esempio n. 10
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    def __init__(self, arbalet, runtime_control):
        """
        Simple event manager duplicating the pygame events for the system (runtime hardware management) and the user (game control)
        The get() method and the system-reserved _get() both poll the pygame event list to keep the list up-to-date and also avoid the pygame internal queue to be full
        TODO: events pygame/touch to be merged into a unique format
        :param enable_system_events: enable the acquisition of system events, must be False if no Arbalink polls the system event queue
        :return:
        """
        Thread.__init__(self)
        self.setDaemon(True)
        self._system_events = []
        self._user_events = []
        self._user_events_lock = RLock()
        self._arbalet = arbalet
        self._rate = Rate(self._arbalet.config['refresh_rate'])
        self._runtime_control = runtime_control
        self.running = False

        # All joysticks are enabled by default
        with self._arbalet.sdl_lock:
            display.init()
            joystick.init()
            for j in range(joystick.get_count()):
                joy = joystick.Joystick(j)
                joy.init()

        self.start()
Esempio n. 11
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    def run(self):

        count = 0
        TCP_IP = '192.168.1.7'
        TCP_PORT = 5005
        BUFFER_SIZE = 1024

        self.transmit = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.transmit.connect((TCP_IP, TCP_PORT))

        joystick.init()
        pygame.display.init()
        if pygame.joystick.get_count() == 0:
            self.changeText.emit("No joystick detected")
            exit(0)
        self.j = joystick.Joystick(0)
        self.j.init()
        adx = 'a'
        ady = 'b'
        switch = True
        active = True

        try:
            while (1):

                pygame.event.pump()
                #self.changeText.emit(self.transmit.recv(1024))

                on = self.j.get_button(1)
                if on:
                    sleep(0.2)
                    if self.j.get_button(1):
                        if active == True:
                            active = False
                            self.changeText.emit('Idle')
                        else:
                            active = True
                            self.changeText.emit('Active')

                if active:
                    change = self.j.get_button(0)
                    if change:
                        sleep(0.2)
                        if self.j.get_button(0):
                            if switch == True:
                                switch = False
                                self.changeText.emit('Arm')
                            else:
                                switch = True
                                self.changeText.emit('Motor')

                    if switch:

                        self.motorcode()
                    else:

                        self.arm()
        except KeyboardInterrupt:
            self.transmit.send('m4x4999y4999z')
Esempio n. 12
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 def pygame(self): # obsolete, lags maybe due to graphical stuff needed
     from os import environ
     environ["SDL_VIDEODRIVER"] = "dummy" # no window needed
     from pygame import init, joystick, display
     init()
     display.set_mode((1,1)) # starts a mini widow
     joystick.init()
     count = joystick.get_count()
     for jno in range(0,count): # initialize them all
         js = joystick.Joystick(jno)
         js.init()
     # assign to multi player interfaces
     from pygame.event import get
     from pygame.locals import JOYAXISMOTION, JOYHATMOTION, JOYBUTTONDOWN, JOYBUTTONUP, QUIT
     self.running = True
     while self.running:
         for event in get():
             if QUIT == event.type:
                 self.kill()
             elif hasattr(event,'joy'): # not a gamepad
                 interface = self.interfaces[event.joy]
                 # stick actions
                     # 0 == left stick x
                     # 1 == left stick y
                     # 2 == right stick x
                     # 3 == right stick y
                     # 5 == l2m
                     # 4 == r2m
                 if JOYAXISMOTION == event.type: # 7
                     self.running = interface.handler(event.type*10+event.axis,event.value)
                 # cross actions
                     # (-1,0) == left
                     # ( 1,0) == right
                     # (0, 1) == up
                     # (0,-1) == down
                 elif JOYHATMOTION == event.type: # 9
                     if((-1,0)== event.value):self.running = interface.handler(90,1)
                     elif((1,0)== event.value):self.running = interface.handler(91,1)
                     elif((0,-1)== event.value):self.running = interface.handler(92,1)
                     elif((0,1)== event.value):self.running = interface.handler(93,1)
                     else:self.running = interface.handler(94,0)
                 # button actions
                     # 0 == a
                     # 1 == b
                     # 3 == x
                     # 4 == y
                     # 6 == l1
                     # 7 == r1
                     # 8 == l2b
                     # 9 == r2b
                     # 10 == select
                     # 11 == start
                     # 13 == l3
                     # 14 == r3
                 elif JOYBUTTONUP == event.type: # 11 no value !
                     self.running = interface.handler(100+event.button,0)
                 elif JOYBUTTONDOWN == event.type: # 10 no value !
                     self.running = interface.handler(100+event.button,1)
     self.display.quit()
Esempio n. 13
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def restart():
    global joy_in, joystick_count
    joystick.init()
    joystick_count = joystick.get_count()

    if joystick_count > 0:
        joy_in = joystick.Joystick(0)
        joy_in.init()
Esempio n. 14
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    def __init__(self, joystick_number=JOYSTICK_NUMBER):
        """
        Makes a new joystick instance.

        :param joystick_number: use if there is more than one joystick
        :returns: the instance

        :raises RuntimeWarning if no joystick is found or it is unknown type
        """
        self.joy:Optional[joystick.Joystick]=None
        self.car_command:car_command=car_command()
        self.user_input:user_input = user_input()
        self.default_car_command=car_command()
        self.default_user_input=user_input()
        self.numAxes:Optional[int]=None
        self.numButtons:Optional[int]=None
        self.axes=None
        self.buttons=None
        self.name:Optional[str]=None
        self.joystick_number:int=joystick_number
        self.lastTime = 0
        self.lastActive = 0

        self._rev_was_pressed=False # to go to reverse mode or toggle out of it
        joystick.init()
        count = joystick.get_count()
        if count<1:
            raise RuntimeWarning('no joystick(s) found')

        self.lastActive=time.time()
        if platform.system() == 'Linux':
            if self.joystick_number == 0:
                self.joy = joystick.Joystick(3) # TODO why?
            else:
                self.joy = joystick.Joystick(4 - self.joystick_number)  # TODO why is this cryptic code needed? What does it do?
        else:
            self.joy = joystick.Joystick(self.joystick_number)
        self.joy.init()
        self.numAxes = self.joy.get_numaxes()
        self.numButtons = self.joy.get_numbuttons()
        self.name=self.joy.get_name()
        if not self.name==my_joystick.XBOX_ONE_BLUETOOTH_JOYSTICK and not self.name==my_joystick.XBOX_ELITE and not self.name==my_joystick.XBOX_WIRED:
            logger.warning('Name: {}'.format(self.name))
            logger.warning('unknown joystick type {} found: add code to correctly map inputs by running my_joystick as main'.format(self.name))
            raise RuntimeWarning('unknown joystick type {} found'.format(self.name))
        logger.info('joystick named "{}" found with {} axes and {} buttons'.format(self.name, self.numAxes, self.numButtons))
Esempio n. 15
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 def init_joystick(self):
     JoystickMgrBase.init_joystick(self)
     pygame.init()
     joystick.init()
     self.joysticks = [
         joystick.Joystick(idx) for idx in range(joystick.get_count())
     ]
     map(lambda joystick: joystick.init(), self.joysticks)
     eng.attach_obs(self.on_frame)
Esempio n. 16
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    def __init__(self, id=0):
        if not joystick.get_init():
            joystick.init()
        self.pygame_js = joystick.Joystick(id)
        self.pygame_js.init()

        # initialize all the buttons to False
        for i in range(self.pygame_js.get_numbuttons()):
            self.buttons[i] = Button(i, self.pygame_js.get_button)
Esempio n. 17
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 def __init__(self):
     '''
     Constructor
     '''
     pygame.init()
     # Initialise all joysticks.
     for j in range(0, joystick.get_count()):
         stick = joystick.Joystick(j)
         stick.init()
     # Pre-fill _last_button_state with 0
     self._last_button_state = [[
         False for b in range(joystick.Joystick(j).get_numbuttons())
     ] for j in range(joystick.get_count())]
     self._last_button_time = [[
         0 for b in range(joystick.Joystick(j).get_numbuttons())
     ] for j in range(joystick.get_count())]
     QtCore.QThread.__init__(self)
     # Are we exiting the loop?
     self._exiting = False
Esempio n. 18
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 def __init__(self, jnum):
     self.jnum = jnum
     self.j = joystick.Joystick(jnum)
     self.j.init()
     if self.j.get_numaxes() == 5:
         self.type = "XBOX"
     elif self.j.get_numaxes() == 4:
         self.type = "PS2"
     else:
         self.type = "CHEAP"
Esempio n. 19
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def app(list_joysticks, list_bluetooth, joy, device):
    if list_joysticks:
        joystick.init()
        print('Joysticks:')
        for i in range(joystick.get_count()):
            j = joystick.Joystick(i)
            print(j.get_id(), j.get_name())

    if list_bluetooth:
        ble = Adafruit_BluefruitLE.get_provider()
        ble.initialize()
        ble.run_mainloop_with(lambda: list_bluetooth_devices(ble))

    if device is not None:
        ble = Adafruit_BluefruitLE.get_provider()
        ble.initialize()
        ble.run_mainloop_with(lambda: get_device(ble, device))
        return
        bluetooth = get_device(ble, device)
        bluetooth.connect()
        atexit.register(bluetooth.disconnect)
        UART.discover(bluetooth)
        uart = UART(bluetooth)

    if joy is not None:
        os.environ['SDL_VIDEODRIVER'] = 'dummy'
        pygame.init()
        joystick.init()
        j = joystick.Joystick(joy)
        j.init()
        print('Axes:', j.get_numaxes())
        while True:
            pygame.event.get()
            for i in range(j.get_numaxes()):
                if bluetooth and uart:
                    uart.write('{}{}\n'.format(i, j.get_axis(i)))

            print('   '.join(
                [str(j.get_axis(i)) for i in range(j.get_numaxes())]),
                  end='\r')
            time.sleep(0.05)
Esempio n. 20
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 def _init_controllers(self):
     """
     Helper method: Setup available PS4 controllers
     """
     if not joystick.get_init():
         joystick.init()
     for joy_id in range(joystick.get_count()):
         js = joystick.Joystick(joy_id)
         if PS4C.is_ps4_controller(js.get_name()):
             js.init()
             ps4ctrl = PS4C(js)
             self._controllers.append(ps4ctrl)
Esempio n. 21
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    def initialize(self, id):
        """Initializes the selected joystick"""
        try:
            if self.joystick:
                self.joystick.quit()

            self.joystick_id = id
            self.joystick = joystick.Joystick(id)
            self.joystick.init()
        except:
            self.joystick_id = -1
            print("Invalid joystick num/ID,", id, "!")
Esempio n. 22
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 def __init__(self, id=0):
     joystick.init()
     assert joystick.get_count()
     self.joystick = joystick.Joystick(id)
     self.id = id
     self.joystick.init()
     self.ctab = {
         (0, -1): IController.LEFT,
         (0, 1): IController.RIGHT,
         (1, 0): IController.DOWN,
         (-1, 0): IController.UP
     }
def readjoythread():
    """Read joystick loop and pass result onto processor"""
    global channelsglb, trimglb
    output = [0, 0, 0, 0, 0, 0]
    trim = [0, 0, 0, 0, 0, 0]
    joystick.init()
    joystick.Joystick(0).init()
    time.sleep(1)
    for evt in pygame.event.get():
        time.sleep(.02)

    for i in range(0, len(JOY_AXIES)):
        if JOY_AXIES[i] > -1:
            output[JOY_AXIES[i]] = round(joystick.Joystick(0).get_axis(i), 4)
            if output[JOY_AXIES[i]] is None:
                output[JOY_AXIES[i]] = 0
    for chan in JOY_BUTTONS:
        output[chan] = -1

    channelsglb = output[:]

    while RUNNING:
        haschanged = False
        evt = event.wait()
        if evt.type == JOYAXISMOTION:
            if evt.axis < len(JOY_AXIES) and JOY_AXIES[evt.axis] > -1:
                output[JOY_AXIES[evt.axis]] = round(evt.value, 4)
                haschanged = True
        if evt.type == JOYHATMOTION:
            trim[0] = trim[0] + round((evt.value[0] * .01), 4)
            trim[1] = trim[1] + 0 - (round((evt.value[1] * .01), 4))
            haschanged = True
        elif evt.type == JOYBUTTONUP or evt.type == JOYBUTTONDOWN:
            if evt.button < len(JOY_BUTTONS) and JOY_BUTTONS[evt.button] > -1:
                output[JOY_BUTTONS[
                    evt.button]] = -1 if evt.type == JOYBUTTONUP else 1
                haschanged = True
        if haschanged:
            channelsglb = output[:]
            trimglb = trim[:]
Esempio n. 24
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    def get_joystick_list(self):
        """Get a list of connected joysticks.

        Returns:
            List of strings describing connected joysticks.
        """
        joystick.init()
        joysticks = ['None']
        for i in range(joystick.get_count()):
            stick = joystick.Joystick(i)
            joysticks.append("{0}: {1}".format(i, stick.get_name()))

        return joysticks
Esempio n. 25
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    def create_players(self):
        level = self
        player1 = KnightController(level.spawn_pc())

        if joystick.get_count() > 0:
            self.controllers.append(
                JoyController(player1, joystick.Joystick(0)))
        else:
            self.controllers.append(KeyboardController(player1.update))
        self.controllers.append(player1)

        if joystick.get_count() > 1:
            print("2-player game")
            player1.knight.pos.x *= 0.5
            player2 = KnightController(level.spawn_pc(color=(0.4, 0.9, 1.1,
                                                             1)))
            player2.knight.pos.x += player1.pos.x
            self.controllers.append(
                JoyController(player2, joystick.Joystick(1)))
            self.controllers.append(player2)
        else:
            print("1-player game")
Esempio n. 26
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    def get_all_gamepads(self):
        """
        Finds all connected joysticks
        Returns a dictionary with pygame id of joystick as key and name as value
        """
        joysticks = {}
        for i in range(joystick.get_count()):
            stick = joystick.Joystick(i)
            stick.init()
            joysticks[i] = stick.get_name()
            stick.quit()

        return joysticks
Esempio n. 27
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 def __init__(self, jnum):
     self.rstick = True
     self.jnum = jnum
     js[jnum] = joystick.Joystick(jnum)
     js[self.jnum].init()
     if js[self.jnum].get_numaxes() == 5:
         self.type = "XBOX"
     elif js[self.jnum].get_numaxes() == 4:
         self.type = "PS2"
     else:
         self.type = "CHEAP"
         self.rstick = False
     self.binarystick = self.type == "CHEAP"
Esempio n. 28
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    def _listConnected(cls) -> tuple:
        """
        List the connected controller.

        Params:
            logger:     The logger.

        Returns:
            The list of connected controller.
        """
        connected = []
        for ctrlrId in range(joystick.get_count()):
            ctrlrName = joystick.Joystick(ctrlrId).get_name()
            connected.append(ctrlrName)
        return tuple(connected)
Esempio n. 29
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 def initialize_controllers(self):
     """ Initialize Controllers/Joysticks """
     joystick.init()
     if joystick.get_count():
         self._log.info('%s Controllers found', joystick.get_count())
         self.num_controllers = joystick.get_count()
         self.controllers = [
             joystick.Joystick(x) for x in range(self.num_controllers)
         ]
         for c in self.controllers:
             self.vPosX.append(0)
             self.vPosY.append(0)
             c.init()
             self._log.info('Initialized controller %s', c.get_name())
         self._log.info('Initialized all controllers')
Esempio n. 30
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def setup_joystick():
    pygame.init()
    joystick.init()
    if joystick.get_count() == 1:
        stick = joystick.Joystick(0)
        stick.init()
        axisNum = stick.get_numaxes()
        buttonNum = stick.get_numbuttons()
        joystickMode = 'not active'  # toggles to 'position' with 'j' key
        print('joystick found with ' + str(axisNum) + ' axes and ' +
              str(buttonNum) + ' buttons')
    else:
        stick = None
        joystickMode = None
        print('no joystick found, only PD control or no control possible')

    return stick, joystickMode