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gamecontroller.py
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235 lines (209 loc) · 10.3 KB
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import xinput
import time
import struct
inputs = xinput.XInputManager()
class GameController:
def __init__(self):
self.data = {}
self.data["ABS_RX"] = {'type': 'analog', 'min': -32768, 'max': 32767, 'deadzone': 0.05, 'total': 0, 'value': 0}
self.data["ABS_RY"] = {'type': 'analog', 'min': -32768, 'max': 32767, 'deadzone': 0.05, 'total': 0, 'value': 0}
self.data["ABS_X"] = {'type': 'analog', 'min': -32768, 'max': 32767, 'deadzone': 0.05, 'total': 0, 'value': 0}
self.data["ABS_Y"] = {'type': 'analog', 'min': -32768, 'max': 32767, 'deadzone': 0.05, 'total': 0, 'value': 0}
self.data["ABS_RZ"] = {'type': 'analog', 'min': 0, 'max': 255, 'total': 0, 'value': 0}#add trigger pressed/release/trigger
self.data["ABS_Z"] = {'type': 'analog', 'min': 0, 'max': 255, 'total': 0, 'value': 0}#TODO
#self.data["BTN_SOUTH"] = {'type': 'button', 'total': 0, 'value': 0, 'pressed': 0, 'released': 0}
self.data["ABS_HAT0X"] = {'type': 'hat', 'total': 0, 'value' : 0, '+pressed': 0, '-pressed': 0, 'released': 0}
self.data["ABS_HAT0Y"] = {'type': 'hat', 'total': 0, 'value' : 0, '+pressed': 0, '-pressed': 0, 'released': 0}
def update(self):
events = []
events = inputs.get_events()
if not inputs.isConnected():
for key in self.data:
self.data[key]['total'] = 0
if 'total' in self.data[key]:
self.data[key]['total'] = 0
if 'value' in self.data[key]:
self.data[key]['value'] = 0
if 'pressed' in self.data[key].keys():
self.data[key]['pressed'] = 0
if 'released' in self.data[key].keys():
self.data[key]['released'] = 0
if '+pressed' in self.data[key].keys():
self.data[key]['+pressed'] = 0
if '-pressed' in self.data[key].keys():
self.data[key]['-pressed'] = 0
for event in events:
if event.ev_type == "Sync":
if event.code == "SYN_REPORT":
pass
else:
print(event.ev_type, event.code, event.state)
elif event.ev_type == "Absolute":
if event.code == "ABS_X":
self.analogValue(event.code, event.state)
elif event.code == "ABS_Y":
self.analogValue(event.code, event.state)
elif event.code == "ABS_RX":
self.analogValue(event.code, event.state)
elif event.code == "ABS_RY":
self.analogValue(event.code, event.state)
elif event.code == "ABS_Z":
self.analogValue(event.code, event.state)
elif event.code == "ABS_RZ":
self.analogValue(event.code, event.state)
elif event.code == "ABS_HAT0X":
self.hatValue(event.code, event.state)
elif event.code == "ABS_HAT0Y":
self.hatValue(event.code, event.state)
else:
print(event.ev_type, event.code, event.state)
elif event.ev_type == "Key":
if event.code == "BTN_NORTH":
self.buttonValue(event.code, event.state)
elif event.code == "BTN_EAST":
self.buttonValue(event.code, event.state)
elif event.code == "BTN_SOUTH":
self.buttonValue(event.code, event.state)
elif event.code == "BTN_WEST":
self.buttonValue(event.code, event.state)
else:
self.buttonValue(event.code, event.state)
#print(event.ev_type, event.code, event.state)
else:
print(event.ev_type, event.code, event.state)
#print(self.data)
for key in self.data:
if self.data[key]['type'] == 'analog':
if self.data[key]['total'] > 0:
self.data[key]['value'] = self.data[key]['value'] / self.data[key]['total']
self.data[key]['total'] = 0
if self.data[key]['type'] == 'button':
#print(self.data[key]['value'])
if self.data[key]['total'] > 0:
self.data[key]['total'] = 0
else:
self.data[key]['pressed'] = 0
self.data[key]['released'] = 0
if self.data[key]['type'] == 'hat':
if self.data[key]['total'] > 0:
self.data[key]['total'] = 0
else:
self.data[key]['+pressed'] = 0
self.data[key]['-pressed'] = 0
self.data[key]['released'] = 0
#print(self.data[key]['value'])
def getValue(self, value, element='value'):
if value in self.data.keys():
return self.data[value][element]
else:
return 0
def hatValue(self, code, value):
if not(code in self.data.keys()):
self.data[code] = {'type': 'hat', 'value': 0, '+pressed': 0, '-pressed': 0, 'released': 0, 'total': 0}
if not 'type' in self.data[code].keys():
self.data[code]['type'] = 'hat'
if not '+pressed' in self.data[code].keys():
self.data[code]['+pressed'] = 0
if not '-pressed' in self.data[code].keys():
self.data[code]['-pressed'] = 0
if not 'released' in self.data[code].keys():
self.data[code]['released'] = 0
if not 'total' in self.data[code].keys():
self.data[code]['total'] = 0
if not 'value' in self.data[code].keys():
self.data[code]['value'] = 0
if self.data[code]['total'] == 0:
self.data[code]['released'] = 0
self.data[code]['+pressed'] = 0
self.data[code]['-pressed'] = 0
if value == 0:
self.data[code]['released'] = self.data[code]['released'] + 1#hat released
if value == 1:
self.data[code]['+pressed'] = self.data[code]['+pressed'] + 1#positive hat pressed
if value == -1:
self.data[code]['-pressed'] = self.data[code]['-pressed'] + 1#negative hat pressed
newValue = value
self.data[code]['total'] = self.data[code]['total'] + 1
self.data[code]['value'] = newValue
return newValue
def buttonValue(self, code, value):
if not(code in self.data.keys()):
self.data[code] = {'type': 'button', 'value': 0, 'pressed': 0, 'released': 0, 'total': 0}
if not 'type' in self.data[code].keys():
self.data[code]['type'] = 'button'
if not 'pressed' in self.data[code].keys():
self.data[code]['pressed'] = 0
if not 'released' in self.data[code].keys():
self.data[code]['released'] = 0
if not 'total' in self.data[code].keys():
self.data[code]['total'] = 0
if not 'value' in self.data[code].keys():
self.data[code]['value'] = 0
if self.data[code]['total'] == 0:
self.data[code]['released'] = 0
self.data[code]['pressed'] = 0
if value == 0:
self.data[code]['released'] = self.data[code]['released'] + 1#button released
if value == 1:
self.data[code]['pressed'] = self.data[code]['pressed'] + 1#button pressed
newValue = value
self.data[code]['total'] = self.data[code]['total'] + 1
self.data[code]['value'] = newValue
return newValue
def analogValue(self, code, value):
if not(code in self.data.keys()):
self.data[code] = {'type': 'analog', 'min': 0, 'max': 0, 'total': 0, 'value': 0}
if not 'type' in self.data[code].keys():
self.data[code]['type'] = 'analog'
if not 'min' in self.data[code].keys():
self.data[code]['min'] = 0
if not 'max' in self.data[code].keys():
self.data[code]['max'] = 0
if not 'total' in self.data[code].keys():
self.data[code]['total'] = 0
if not 'value' in self.data[code].keys():
self.data[code]['value'] = 0
if value > self.data[code]['max']:
self.data[code]['max'] = value
elif value < self.data[code]['min']:
self.data[code]['min'] = value
if 'deadzone' in self.data[code]:
deadzone = self.data[code]['deadzone']
max = self.data[code]['max']
min = self.data[code]['min']
if value > (max * deadzone):
self.data[code]['total'] = self.data[code]['total'] + 1
newValue = self.normalize(value,max * deadzone, max, 0, 1)
elif value < (min * deadzone):
self.data[code]['total'] = self.data[code]['total'] + 1
newValue = self.normalize(value,min, min * deadzone, -1, 0)
else:
if self.data[code]['total'] == 0:
self.data[code]['value'] = 0
newValue = 0#should do nothing
else:
self.data[code]['total'] = self.data[code]['total'] + 1
if not (self.data[code]['min'] == 0):
newValue = self.normalize(value, self.data[code]['min'], self.data[code]['max'], -1, 1)
else:
newValue = self.normalize(value, self.data[code]['min'], self.data[code]['max'], 0, 1)
if self.data[code]['total'] == 1:
self.data[code]['value'] = 0
self.data[code]['value'] = self.data[code]['value'] + newValue
#print(self.data[code]['value'])
return newValue
def normalize(self, value, min, max, newMin, newMax):
oldRange = (max - min)
newRange = (newMax - newMin)
newValue = (((value - min) * newRange) / oldRange) + newMin
return newValue
if __name__ == "__main__":
runProgram = True
gameController = GameController()
while runProgram:
try:
gameController.update()
print(gameController.data)
time.sleep(0.01)
except(KeyboardInterrupt):
runProgram = False