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- import pygame
- # Define some colors
- darkgrey = (40, 40, 40)
- lightgrey = (150, 150, 150)
- # 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, 20)
- def print(self, screen, textString):
- textBitmap = self.font.render(textString, True, lightgrey)
- 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
- pygame.init()
- # Set the width and height of the screen [width,height]
- size = [500, 980]
- screen = pygame.display.set_mode(size)
- pygame.display.set_caption("Joystick")
- #Loop until the user clicks the close button.
- done = False
- # Used to manage how fast the screen updates
- clock = pygame.time.Clock()
- # Initialize the joysticks
- pygame.joystick.init()
- # Get ready to print
- textPrint = TextPrint()
- # -------- Main Program Loop -----------
- 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(darkgrey)
- textPrint.reset()
- # Get count of joysticks
- joystick_count = pygame.joystick.get_count()
- textPrint.print(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.print(screen, "Joystick {}".format(i) )
- textPrint.indent()
- # Get the name from the OS for the controller/joystick
- name = joystick.get_name()
- textPrint.print(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.print(screen, "Number of axes: {}".format(axes) )
- textPrint.indent()
- for i in range( axes ):
- axis = joystick.get_axis( i )
- textPrint.print(screen, "Axis {} value: {:>6.0f}".format(i, axis) )
- textPrint.unindent()
- buttons = joystick.get_numbuttons()
- textPrint.print(screen, "Number of buttons: {}".format(buttons) )
- textPrint.indent()
- for i in range( buttons ):
- button = joystick.get_button( i )
- textPrint.print(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.print(screen, "Number of hats: {}".format(hats) )
- textPrint.indent()
- for i in range( hats ):
- hat = joystick.get_hat( i )
- textPrint.print(screen, "Hat {} value: {}".format(i, str(hat)) )
- textPrint.unindent()
- textPrint.unindent()
- # 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 ()
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