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.. include:: common.txt
:mod:`pygame.joystick`
======================
.. module:: pygame.joystick
:synopsis: Pygame module for interacting with joysticks, gamepads, and trackballs.
| :sl:`Pygame module for interacting with joysticks, gamepads, and trackballs.`
The joystick module manages the joystick devices on a computer.
Joystick devices include trackballs and video-game-style
gamepads, and the module allows the use of multiple buttons and "hats".
Computers may manage multiple joysticks at a time.
Each instance of the Joystick class represents one gaming device plugged
into the computer. If a gaming pad has multiple joysticks on it, then the
joystick object can actually represent multiple joysticks on that single
game device.
For a quick way to initialise the joystick module and get a list of Joystick instances
use the following code::
pygame.joystick.init()
joysticks = [pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())]
The following event types will be generated by the joysticks ::
JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
And in pygame 2, which supports hotplugging::
JOYDEVICEADDED JOYDEVICEREMOVED
Note that in pygame 2, joysticks events use a unique "instance ID". The device index
passed in the constructor to a Joystick object is not unique after devices have
been added and removed. You must call :meth:`Joystick.get_instance_id()` to find
the instance ID that was assigned to a Joystick on opening.
The event queue needs to be pumped frequently for some of the methods to work.
So call one of pygame.event.get, pygame.event.wait, or pygame.event.pump regularly.
.. function:: init
| :sl:`Initialize the joystick module.`
| :sg:`init() -> None`
This function is called automatically by ``pygame.init()``.
It initializes the joystick module. The module must be initialized before any
other functions will work.
It is safe to call this function more than once.
.. ## pygame.joystick.init ##
.. function:: quit
| :sl:`Uninitialize the joystick module.`
| :sg:`quit() -> None`
Uninitialize the joystick module. After you call this any existing joystick
objects will no longer work.
It is safe to call this function more than once.
.. ## pygame.joystick.quit ##
.. function:: get_init
| :sl:`Returns True if the joystick module is initialized.`
| :sg:`get_init() -> bool`
Test if the ``pygame.joystick.init()`` function has been called.
.. ## pygame.joystick.get_init ##
.. function:: get_count
| :sl:`Returns the number of joysticks.`
| :sg:`get_count() -> count`
Return the number of joystick devices on the system. The count will be ``0``
if there are no joysticks on the system.
When you create Joystick objects using ``Joystick(id)``, you pass an integer
that must be lower than this count.
.. ## pygame.joystick.get_count ##
.. class:: Joystick
| :sl:`Create a new Joystick object.`
| :sg:`Joystick(id) -> Joystick`
Create a new joystick to access a physical device. The id argument must be a
value from ``0`` to ``pygame.joystick.get_count() - 1``.
Joysticks are initialised on creation and are shut down when deallocated.
Once the device is initialized the pygame event queue will start receiving
events about its input.
.. versionchanged:: 2.0.0 Joystick objects are now opened immediately on creation.
.. method:: init
| :sl:`initialize the Joystick`
| :sg:`init() -> None`
Initialize the joystick, if it has been closed. It is safe to call this
even if the joystick is already initialized.
.. deprecated:: 2.0.0
In future it will not be possible to reinitialise a closed Joystick
object. Will be removed in Pygame 2.1.
.. ## Joystick.init ##
.. method:: quit
| :sl:`uninitialize the Joystick`
| :sg:`quit() -> None`
Close a Joystick object. After this the pygame event queue will no longer
receive events from the device.
It is safe to call this more than once.
.. ## Joystick.quit ##
.. method:: get_init
| :sl:`check if the Joystick is initialized`
| :sg:`get_init() -> bool`
Return True if the Joystick object is currently initialised.
.. ## Joystick.get_init ##
.. method:: get_id
| :sl:`get the device index (deprecated)`
| :sg:`get_id() -> int`
Returns the original device index for this device. This is the same
value that was passed to the ``Joystick()`` constructor. This method can
safely be called while the Joystick is not initialized.
.. deprecated:: 2.0.0
The original device index is not useful in pygame 2. Use
:meth:`.get_instance_id` instead. Will be removed in Pygame 2.1.
.. method:: get_instance_id() -> int
| :sl:`get the joystick instance id`
| :sg:`get_instance_id() -> int`
Get the joystick instance ID. This matches the ``instance_id`` field
that is given in joystick events.
.. versionadded:: 2.0.0dev11
.. method:: get_guid() -> str
| :sl:`get the joystick GUID`
| :sg:`get_guid() -> str`
Get the GUID string. This identifies the exact hardware of the joystick
device.
.. versionadded:: 2.0.0dev11
.. method:: get_power_level() -> str
| :sl:`get the approximate power status of the device`
| :sg:`get_power_level() -> str`
Get a string giving the power status of the device.
One of: ``empty``, ``low``, ``medium``, ``full``, ``wired``, ``max``, or
``unknown``.
.. versionadded:: 2.0.0dev11
.. ## Joystick.get_id ##
.. method:: get_name
| :sl:`get the Joystick system name`
| :sg:`get_name() -> string`
Returns the system name for this joystick device. It is unknown what name
the system will give to the Joystick, but it should be a unique name that
identifies the device. This method can safely be called while the
Joystick is not initialized.
.. ## Joystick.get_name ##
.. method:: get_numaxes
| :sl:`get the number of axes on a Joystick`
| :sg:`get_numaxes() -> int`
Returns the number of input axes are on a Joystick. There will usually be
two for the position. Controls like rudders and throttles are treated as
additional axes.
The ``pygame.JOYAXISMOTION`` events will be in the range from ``-1.0``
to ``1.0``. A value of ``0.0`` means the axis is centered. Gamepad devices
will usually be ``-1``, ``0``, or ``1`` with no values in between. Older
analog joystick axes will not always use the full ``-1`` to ``1`` range,
and the centered value will be some area around ``0``.
Analog joysticks usually have a bit of noise in their axis, which will
generate a lot of rapid small motion events.
.. ## Joystick.get_numaxes ##
.. method:: get_axis
| :sl:`get the current position of an axis`
| :sg:`get_axis(axis_number) -> float`
Returns the current position of a joystick axis. The value will range
from ``-1`` to ``1`` with a value of ``0`` being centered. You may want
to take into account some tolerance to handle jitter, and joystick drift
may keep the joystick from centering at ``0`` or using the full range of
position values.
The axis number must be an integer from ``0`` to ``get_numaxes() - 1``.
When using gamepads both the control sticks and the analog triggers are
usually reported as axes.
.. ## Joystick.get_axis ##
.. method:: get_numballs
| :sl:`get the number of trackballs on a Joystick`
| :sg:`get_numballs() -> int`
Returns the number of trackball devices on a Joystick. These devices work
similar to a mouse but they have no absolute position; they only have
relative amounts of movement.
The ``pygame.JOYBALLMOTION`` event will be sent when the trackball is
rolled. It will report the amount of movement on the trackball.
.. ## Joystick.get_numballs ##
.. method:: get_ball
| :sl:`get the relative position of a trackball`
| :sg:`get_ball(ball_number) -> x, y`
Returns the relative movement of a joystick button. The value is a ``x, y``
pair holding the relative movement since the last call to get_ball.
The ball number must be an integer from ``0`` to ``get_numballs() - 1``.
.. ## Joystick.get_ball ##
.. method:: get_numbuttons
| :sl:`get the number of buttons on a Joystick`
| :sg:`get_numbuttons() -> int`
Returns the number of pushable buttons on the joystick. These buttons
have a boolean (on or off) state.
Buttons generate a ``pygame.JOYBUTTONDOWN`` and ``pygame.JOYBUTTONUP``
event when they are pressed and released.
.. ## Joystick.get_numbuttons ##
.. method:: get_button
| :sl:`get the current button state`
| :sg:`get_button(button) -> bool`
Returns the current state of a joystick button.
.. ## Joystick.get_button ##
.. method:: get_numhats
| :sl:`get the number of hat controls on a Joystick`
| :sg:`get_numhats() -> int`
Returns the number of joystick hats on a Joystick. Hat devices are like
miniature digital joysticks on a joystick. Each hat has two axes of
input.
The ``pygame.JOYHATMOTION`` event is generated when the hat changes
position. The ``position`` attribute for the event contains a pair of
values that are either ``-1``, ``0``, or ``1``. A position of ``(0, 0)``
means the hat is centered.
.. ## Joystick.get_numhats ##
.. method:: get_hat
| :sl:`get the position of a joystick hat`
| :sg:`get_hat(hat_number) -> x, y`
Returns the current position of a position hat. The position is given as
two values representing the ``x`` and ``y`` position for the hat. ``(0, 0)``
means centered. A value of ``-1`` means left/down and a value of ``1`` means
right/up: so ``(-1, 0)`` means left; ``(1, 0)`` means right; ``(0, 1)`` means
up; ``(1, 1)`` means upper-right; etc.
This value is digital, ``i.e.``, each coordinate can be ``-1``, ``0`` or ``1``
but never in-between.
The hat number must be between ``0`` and ``get_numhats() - 1``.
.. ## Joystick.get_hat ##
.. method:: rumble
| :sl:`Start a rumbling effect`
| :sg:`rumble(low_frequency, high_frequency, duration) -> bool`
Start a rumble effect on the joystick, with the specified strength ranging
from 0 to 1. Duration is length of the effect, in ms. Setting the duration
to 0 will play the effect until another one overwrites it or
:meth:`Joystick.stop_rumble` is called. If an effect is already
playing, then it will be overwritten.
Returns True if the rumble was played successfully or False if the
joystick does not support it or :meth:`pygame.version.SDL` is below 2.0.9.
.. versionadded:: 2.0.2
.. ## Joystick.rumble ##
.. method:: stop_rumble
| :sl:`Stop any rumble effect playing`
| :sg:`stop_rumble() -> None`
Stops any rumble effect playing on the joystick. See
:meth:`Joystick.rumble` for more information.
.. versionadded:: 2.0.2
.. ## Joystick.stop_rumble ##
.. ## pygame.joystick.Joystick ##
.. ## pygame.joystick ##
.. figure:: code_examples/joystick_calls.png
:scale: 100 %
:alt: joystick module example
Example code for joystick module.
.. literalinclude:: code_examples/joystick_calls.py
.. _controller-mappings:
**Common Controller Axis Mappings**
Controller mappings are drawn from the underlying SDL library which pygame uses and they differ
between pygame 1 and pygame 2. Below are a couple of mappings for two popular game pads.
**Pygame 2**
Axis and hat mappings are listed from -1 to +1.
**X-Box 360 Controller (name: "Xbox 360 Controller")**
In pygame 2 the X360 controller mapping has 6 Axes, 11 buttons and 1 hat.
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 3
Up -> Down - Axis 4
* **Left Trigger**::
Out -> In - Axis 2
* **Right Trigger**::
Out -> In - Axis 5
* **Buttons**::
A Button - Button 0
B Button - Button 1
X Button - Button 2
Y Button - Button 3
Left Bumper - Button 4
Right Bumper - Button 5
Back Button - Button 6
Start Button - Button 7
L. Stick In - Button 8
R. Stick In - Button 9
Guide Button - Button 10
* **Hat/D-pad**::
Down -> Up - Y Axis
Left -> Right - X Axis
**Playstation 4 Controller (name: "PS4 Controller")**
In pygame 2 the PS4 controller mapping has 6 Axes and 16 buttons.
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 2
Up -> Down - Axis 3
* **Left Trigger**::
Out -> In - Axis 4
* **Right Trigger**::
Out -> In - Axis 5
* **Buttons**::
Cross Button - Button 0
Circle Button - Button 1
Square Button - Button 2
Triangle Button - Button 3
Share Button - Button 4
PS Button - Button 5
Options Button - Button 6
L. Stick In - Button 7
R. Stick In - Button 8
Left Bumper - Button 9
Right Bumper - Button 10
D-pad Up - Button 11
D-pad Down - Button 12
D-pad Left - Button 13
D-pad Right - Button 14
Touch Pad Click - Button 15
**Pygame 1**
Axis and hat mappings are listed from -1 to +1.
**X-Box 360 Controller (name: "Controller (XBOX 360 For Windows)")**
In pygame 1 the X360 controller mapping has 5 Axes, 10 buttons and 1 hat.
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 4
Up -> Down - Axis 3
* **Left Trigger & Right Trigger**::
RT -> LT - Axis 2
* **Buttons**::
A Button - Button 0
B Button - Button 1
X Button - Button 2
Y Button - Button 3
Left Bumper - Button 4
Right Bumper - Button 5
Back Button - Button 6
Start Button - Button 7
L. Stick In - Button 8
R. Stick In - Button 9
* **Hat/D-pad**::
Down -> Up - Y Axis
Left -> Right - X Axis
**Playstation 4 Controller (name: "Wireless Controller")**
In pygame 1 the PS4 controller mapping has 6 Axes and 14 buttons and 1 hat.
* **Left Stick**::
Left -> Right - Axis 0
Up -> Down - Axis 1
* **Right Stick**::
Left -> Right - Axis 2
Up -> Down - Axis 3
* **Left Trigger**::
Out -> In - Axis 5
* **Right Trigger**::
Out -> In - Axis 4
* **Buttons**::
Cross Button - Button 0
Circle Button - Button 1
Square Button - Button 2
Triangle Button - Button 3
Left Bumper - Button 4
Right Bumper - Button 5
L. Trigger(Full)- Button 6
R. Trigger(Full)- Button 7
Share Button - Button 8
Options Button - Button 9
L. Stick In - Button 10
R. Stick In - Button 11
PS Button - Button 12
Touch Pad Click - Button 13
* **Hat/D-pad**::
Down -> Up - Y Axis
Left -> Right - X Axis
|