2022-03-05 23:10:18 +08:00
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# ----------------------------------------------------------------------------
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# pyglet
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# Copyright (c) 2006-2008 Alex Holkner
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# Copyright (c) 2008-2021 pyglet contributors
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# All rights reserved.
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#
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# Redistribution and use in source and binary forms, with or without
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# modification, are permitted provided that the following conditions
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# are met:
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#
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# * Redistributions of source code must retain the above copyright
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# notice, this list of conditions and the following disclaimer.
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# * Redistributions in binary form must reproduce the above copyright
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# notice, this list of conditions and the following disclaimer in
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# the documentation and/or other materials provided with the
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# distribution.
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# * Neither the name of pyglet nor the names of its
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# contributors may be used to endorse or promote products
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# derived from this software without specific prior written
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# permission.
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#
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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# FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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# COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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# ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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# POSSIBILITY OF SUCH DAMAGE.
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# ----------------------------------------------------------------------------
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"""Game Controller support.
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This module provides an interface for Game Controller devices, which are a
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subset of Joysticks. Game Controllers have consistent button and axis mapping,
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which resembles common dual-stick home video game console controllers.
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Devices that are of this design can be automatically mapped to the "virtual"
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Game Controller layout, providing a consistent abstraction for a large number
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of different devices, with no tedious button and axis mapping for each one.
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To achieve this, an internal mapping database contains lists of device ids
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and their corresponding button and axis mappings. The mapping database is in
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the same format as originated by the `SDL` library, which has become a
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semi-standard and is in common use. Most popular controllers are included in
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the built-in database, and additional mappings can be added at runtime.
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Some Joysticks, such as Flight Sticks, etc., do not necessarily fit into the
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layout (and limitations) of GameControllers. For those such devices, it is
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recommended to use the Joystick interface instead.
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To query which GameControllers are available, call :py:func:`get_controllers`.
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.. versionadded:: 2.0
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"""
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import os
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from .controller_db import mapping_list
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2022-04-26 22:05:58 +08:00
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_env_config = os.environ.get('SDL_GAMECONTROLLERCONFIG')
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if _env_config:
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# insert at the front of the list
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mapping_list.insert(0, _env_config)
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class Relation:
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__slots__ = 'control_type', 'index', 'inverted'
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def __init__(self, control_type, index, inverted=False):
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self.control_type = control_type
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self.index = index
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self.inverted = inverted
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def __repr__(self):
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return f"Relation(type={self.control_type}, index={self.index}, inverted={self.inverted})"
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def _parse_mapping(mapping_string):
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"""Parse a SDL2 style GameController mapping string.
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:Parameters:
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`mapping_string` : str
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A raw string containing an SDL style controller mapping.
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:rtype: A dict containing axis/button mapping relations.
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"""
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valid_keys = ['guide', 'back', 'start', 'a', 'b', 'x', 'y',
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'leftshoulder', 'leftstick', 'rightshoulder', 'rightstick',
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'dpup', 'dpdown', 'dpleft', 'dpright',
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'lefttrigger', 'righttrigger', 'leftx', 'lefty', 'rightx', 'righty']
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split_mapping = mapping_string.strip().split(",")
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relations = dict(guid=split_mapping[0], name=split_mapping[1])
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for item in split_mapping[2:]:
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# looking for items like: a:b0, b:b1, etc.
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if ':' not in item:
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continue
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key, relation_string = item.split(':')
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if key not in valid_keys:
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continue
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inverted = False
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# Look for specific flags to signify inverted axis:
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if "+" in relation_string:
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relation_string = relation_string.strip('+')
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inverted = False
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elif "-" in relation_string:
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relation_string = relation_string.strip('-')
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inverted = True
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if "~" in relation_string:
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relation_string = relation_string.strip('~')
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inverted = True
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# All relations will be one of (Button, Axis, or Hat).
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if relation_string.startswith("b"): # Button
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relations[key] = Relation("button", int(relation_string[1:]), inverted)
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elif relation_string.startswith("a"): # Axis
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relations[key] = Relation("axis", int(relation_string[1:]), inverted)
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elif relation_string.startswith("h0"): # Hat
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relations[key] = Relation("hat0", int(relation_string.split(".")[1]), inverted)
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return relations
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def get_mapping(guid):
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"""Return a mapping for the passed device GUID.
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:Parameters:
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`guid` : str
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A pyglet input device GUID
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:rtype: dict of axis/button mapping relations, or None
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if no mapping is available for this Controller.
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"""
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for mapping in mapping_list:
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if mapping.startswith(guid):
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return _parse_mapping(mapping)
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def add_mappings_from_file(filename) -> None:
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"""Add mappings from a file.
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Given a file path, open and parse the file for mappings.
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:Parameters:
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`filename` : str
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A file path.
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"""
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with open(filename) as f:
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add_mappings_from_string(f.read())
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def add_mappings_from_string(string) -> None:
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"""Add one or more mappings from a raw string.
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:Parameters:
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`string` : str
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A string containing one or more mappings,
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"""
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for line in string.splitlines():
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if line.startswith('#'):
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continue
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line = line.strip()
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mapping_list.append(line)
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