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							122 lines
						
					
					
						
							3.4 KiB
						
					
					
				
			
		
		
	
	
							122 lines
						
					
					
						
							3.4 KiB
						
					
					
				| #!/usr/bin/env python
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| import pygame  # pylint: disable=import-error
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| 
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| # Define some colors
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| BLACK = (   0,   0,   0)
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| WHITE = ( 255, 255, 255)
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| 
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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, 20)
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| 
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|     def printf(self, screen, textString):
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|         textBitmap = self.font.render(textString, True, BLACK)
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|         screen.blit(textBitmap, [self.x, self.y])
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|         self.y += self.line_height
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| 
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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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| 
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|     def indent(self):
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|         self.x += 10
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| 
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|     def unindent(self):
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|         self.x -= 10
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| 
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| 
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| pygame.init()
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| 
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| # Set the width and height of the screen [width,height]
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| size = [500, 700]
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| screen = pygame.display.set_mode(size)
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| 
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| pygame.display.set_caption("My Game")
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| 
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| #Loop until the user clicks the close button.
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| done = False
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| 
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| # Used to manage how fast the screen updates
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| clock = pygame.time.Clock()
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| 
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| # Initialize the joysticks
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| pygame.joystick.init()
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| 
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| # Get ready to print
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| textPrint = TextPrint()
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| 
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| # -------- Main Program Loop -----------
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| while not done:
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|     # EVENT PROCESSING STEP
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|     for event in pygame.event.get():  # User did something
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|         if event.type == pygame.QUIT:  # If user clicked close
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|             done = True  # Flag that we are done so we exit this loop
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| 
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|         # Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
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|         if event.type == pygame.JOYBUTTONDOWN:
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|             print("Joystick button pressed.")
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|         if event.type == pygame.JOYBUTTONUP:
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|             print("Joystick button released.")
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| 
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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(WHITE)
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|     textPrint.reset()
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| 
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|     # Get count of joysticks
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|     joystick_count = pygame.joystick.get_count()
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| 
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|     textPrint.printf(screen, "Number of joysticks: {}".format(joystick_count) )
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|     textPrint.indent()
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| 
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|     # For each joystick:
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|     joystick = pygame.joystick.Joystick(0)
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|     joystick.init()
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| 
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|     textPrint.printf(screen, "Joystick {}".format(0) )
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|     textPrint.indent()
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| 
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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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|     textPrint.printf(screen, "Joystick name: {}".format(name) )
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| 
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|     # Usually axis run in pairs, up/down for one, and left/right for
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|     # the other.
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|     axes = joystick.get_numaxes()
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|     textPrint.printf(screen, "Number of axes: {}".format(axes) )
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|     textPrint.indent()
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| 
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|     for i in range( axes ):
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|         axis = joystick.get_axis( i )
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|         textPrint.printf(screen, "Axis {} value: {:>6.3f}".format(i, axis) )
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|     textPrint.unindent()
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| 
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|     buttons = joystick.get_numbuttons()
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|     textPrint.printf(screen, "Number of buttons: {}".format(buttons) )
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|     textPrint.indent()
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| 
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|     for i in range( buttons ):
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|         button = joystick.get_button( i )
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|         textPrint.printf(screen, "Button {:>2} value: {}".format(i, button) )
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|     textPrint.unindent()
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| 
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|     textPrint.unindent()
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| 
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|     # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
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| 
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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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| 
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|     # Limit to 20 frames per second
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|     clock.tick(20)
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| 
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| # Close the window and quit.
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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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| 
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