"""Interface classes for `pyglet.input`. .. versionadded:: 1.2 """ import sys from pyglet.event import EventDispatcher _is_pyglet_doc_run = hasattr(sys, "is_pyglet_doc_run") and sys.is_pyglet_doc_run class DeviceException(Exception): pass class DeviceOpenException(DeviceException): pass class DeviceExclusiveException(DeviceException): pass class Device: """Input device. :Ivariables: display : `pyglet.canvas.Display` Display this device is connected to. name : str Name of the device, as described by the device firmware. manufacturer : str Name of the device manufacturer, or ``None`` if the information is not available. """ def __init__(self, display, name): self.display = display self.name = name self.manufacturer = None self._is_open = False @property def is_open(self): return self._is_open def open(self, window=None, exclusive=False): """Open the device to begin receiving input from it. :Parameters: `window` : Window Optional window to associate with the device. The behaviour of this parameter is device and operating system dependant. It can usually be omitted for most devices. `exclusive` : bool If ``True`` the device will be opened exclusively so that no other application can use it. The method will raise `DeviceExclusiveException` if the device cannot be opened this way (for example, because another application has already opened it). """ if self._is_open: raise DeviceOpenException('Device is already open.') self._is_open = True def close(self): """Close the device. """ self._is_open = False def get_controls(self): """Get a list of controls provided by the device. :rtype: list of `Control` """ raise NotImplementedError('abstract') def get_guid(self): """Get the device GUID, in SDL2 format. Return a str containing a unique device identification string. This is generated from the hardware identifiers, and is in the same format as was popularized by SDL2. GUIDs differ between platforms, but are generally 32 hexidecimal characters. :rtype: str containing the device's GUID. """ raise NotImplementedError('abstract') def __repr__(self): return f"{self.__class__.__name__}(name={self.name})" class Control(EventDispatcher): """Single value input provided by a device. A control's value can be queried when the device is open. Event handlers can be attached to the control to be called when the value changes. The `min` and `max` properties are provided as advertised by the device; in some cases the control's value will be outside this range. :Ivariables: `name` : str Name of the control, or ``None`` if unknown `raw_name` : str Unmodified name of the control, as presented by the operating system; or ``None`` if unknown. `inverted` : bool If ``True``, the value reported is actually inverted from what the device reported; usually this is to provide consistency across operating systems. """ def __init__(self, name, raw_name=None, inverted=False): self.name = name self.raw_name = raw_name self.inverted = inverted self._value = None @property def value(self): """Current value of the control. The range of the value is device-dependent; for absolute controls the range is given by ``min`` and ``max`` (however the value may exceed this range); for relative controls the range is undefined. :type: float """ return self._value @value.setter def value(self, newvalue): if newvalue == self._value: return self._value = newvalue self.dispatch_event('on_change', newvalue) def __repr__(self): if self.name: return f"{self.__class__.__name__}(name={self.name}, raw_name={self.raw_name})" else: return f"{self.__class__.__name__}(raw_name={self.raw_name})" def on_change(self, value): """The value changed. :Parameters: `value` : float Current value of the control. :event: """ Control.register_event_type('on_change') class RelativeAxis(Control): """An axis whose value represents a relative change from the previous value. """ #: Name of the horizontal axis control X = 'x' #: Name of the vertical axis control Y = 'y' #: Name of the Z axis control. Z = 'z' #: Name of the rotational-X axis control RX = 'rx' #: Name of the rotational-Y axis control RY = 'ry' #: Name of the rotational-Z axis control RZ = 'rz' #: Name of the scroll wheel control WHEEL = 'wheel' @property def value(self): return self._value @value.setter def value(self, value): self._value = value self.dispatch_event('on_change', value) class AbsoluteAxis(Control): """An axis whose value represents a physical measurement from the device. The value is advertised to range over ``minimum`` and ``maximum``. :Ivariables: `minimum` : float Minimum advertised value. `maximum` : float Maximum advertised value. """ #: Name of the horizontal axis control X = 'x' #: Name of the vertical axis control Y = 'y' #: Name of the Z axis control. Z = 'z' #: Name of the rotational-X axis control RX = 'rx' #: Name of the rotational-Y axis control RY = 'ry' #: Name of the rotational-Z axis control RZ = 'rz' #: Name of the hat (POV) control, when a single control enumerates all of #: the hat's positions. HAT = 'hat' #: Name of the hat's (POV's) horizontal control, when the hat position is #: described by two orthogonal controls. HAT_X = 'hat_x' #: Name of the hat's (POV's) vertical control, when the hat position is #: described by two orthogonal controls. HAT_Y = 'hat_y' def __init__(self, name, minimum, maximum, raw_name=None, inverted=False): super().__init__(name, raw_name, inverted) self.min = minimum self.max = maximum class Button(Control): """A control whose value is boolean. """ @property def value(self): return bool(self._value) @value.setter def value(self, newvalue): if newvalue == self._value: return self._value = newvalue self.dispatch_event('on_change', bool(newvalue)) if newvalue: self.dispatch_event('on_press') else: self.dispatch_event('on_release') if _is_pyglet_doc_run: def on_press(self): """The button was pressed. :event: """ def on_release(self): """The button was released. :event: """ Button.register_event_type('on_press') Button.register_event_type('on_release') class Joystick(EventDispatcher): """High-level interface for joystick-like devices. This includes a wide range of analog and digital joysticks, gamepads, controllers, and possibly even steering wheels and other input devices. There is unfortunately no easy way to distinguish between most of these different device types. For a simplified subset of Joysticks, see the :py:class:`~pyglet.input.Controller` interface. This covers a variety of popular game console controllers. Unlike Joysticks, Controllers have strictly defined layouts and inputs. To use a joystick, first call `open`, then in your game loop examine the values of `x`, `y`, and so on. These values are normalized to the range [-1.0, 1.0]. To receive events when the value of an axis changes, attach an on_joyaxis_motion event handler to the joystick. The :py:class:`~pyglet.input.Joystick` instance, axis name, and current value are passed as parameters to this event. To handle button events, you should attach on_joybutton_press and on_joy_button_release event handlers to the joystick. Both the :py:class:`~pyglet.input.Joystick` instance and the index of the changed button are passed as parameters to these events. Alternately, you may attach event handlers to each individual button in `button_controls` to receive on_press or on_release events. To use the hat switch, attach an on_joyhat_motion event handler to the joystick. The handler will be called with both the hat_x and hat_y values whenever the value of the hat switch changes. The device name can be queried to get the name of the joystick. :Ivariables: `device` : `Device` The underlying device used by this joystick interface. `x` : float Current X (horizontal) value ranging from -1.0 (left) to 1.0 (right). `y` : float Current y (vertical) value ranging from -1.0 (top) to 1.0 (bottom). `z` : float Current Z value ranging from -1.0 to 1.0. On joysticks the Z value is usually the throttle control. On controllers the Z value is usually the secondary thumb vertical axis. `rx` : float Current rotational X value ranging from -1.0 to 1.0. `ry` : float Current rotational Y value ranging from -1.0 to 1.0. `rz` : float Current rotational Z value ranging from -1.0 to 1.0. On joysticks the RZ value is usually the twist of the stick. On game controllers the RZ value is usually the secondary thumb horizontal axis. `hat_x` : int Current hat (POV) horizontal position; one of -1 (left), 0 (centered) or 1 (right). `hat_y` : int Current hat (POV) vertical position; one of -1 (bottom), 0 (centered) or 1 (top). `buttons` : list of bool List of boolean values representing current states of the buttons. These are in order, so that button 1 has value at ``buttons[0]``, and so on. `x_control` : `AbsoluteAxis` Underlying control for `x` value, or ``None`` if not available. `y_control` : `AbsoluteAxis` Underlying control for `y` value, or ``None`` if not available. `z_control` : `AbsoluteAxis` Underlying control for `z` value, or ``None`` if not available. `rx_control` : `AbsoluteAxis` Underlying control for `rx` value, or ``None`` if not available. `ry_control` : `AbsoluteAxis` Underlying control for `ry` value, or ``None`` if not available. `rz_control` : `AbsoluteAxis` Underlying control for `rz` value, or ``None`` if not available. `hat_x_control` : `AbsoluteAxis` Underlying control for `hat_x` value, or ``None`` if not available. `hat_y_control` : `AbsoluteAxis` Underlying control for `hat_y` value, or ``None`` if not available. `button_controls` : list of `Button` Underlying controls for `buttons` values. """ def __init__(self, device): self.device = device self.x = 0 self.y = 0 self.z = 0 self.rx = 0 self.ry = 0 self.rz = 0 self.hat_x = 0 self.hat_y = 0 self.buttons = [] self.x_control = None self.y_control = None self.z_control = None self.rx_control = None self.ry_control = None self.rz_control = None self.hat_x_control = None self.hat_y_control = None self.button_controls = [] def add_axis(control): name = control.name scale = 2.0 / (control.max - control.min) bias = -1.0 - control.min * scale if control.inverted: scale = -scale bias = -bias setattr(self, name + '_control', control) @control.event def on_change(value): normalized_value = value * scale + bias setattr(self, name, normalized_value) self.dispatch_event('on_joyaxis_motion', self, name, normalized_value) def add_button(control): i = len(self.buttons) self.buttons.append(False) self.button_controls.append(control) @control.event def on_change(value): self.buttons[i] = value @control.event def on_press(): self.dispatch_event('on_joybutton_press', self, i) @control.event def on_release(): self.dispatch_event('on_joybutton_release', self, i) def add_hat(control): # 8-directional hat encoded as a single control (Windows/Mac) self.hat_x_control = control self.hat_y_control = control @control.event def on_change(value): if value & 0xffff == 0xffff: self.hat_x = self.hat_y = 0 else: if control.max > 8: # DirectInput: scale value value //= 0xfff if 0 <= value < 8: self.hat_x, self.hat_y = (( 0, 1), ( 1, 1), ( 1, 0), ( 1, -1), ( 0, -1), (-1, -1), (-1, 0), (-1, 1))[value] else: # Out of range self.hat_x = self.hat_y = 0 self.dispatch_event('on_joyhat_motion', self, self.hat_x, self.hat_y) for control in device.get_controls(): if isinstance(control, AbsoluteAxis): if control.name in ('x', 'y', 'z', 'rx', 'ry', 'rz', 'hat_x', 'hat_y'): add_axis(control) elif control.name == 'hat': add_hat(control) elif isinstance(control, Button): add_button(control) def open(self, window=None, exclusive=False): """Open the joystick device. See `Device.open`. """ self.device.open(window, exclusive) def close(self): """Close the joystick device. See `Device.close`. """ self.device.close() def on_joyaxis_motion(self, joystick, axis, value): """The value of a joystick axis changed. :Parameters: `joystick` : `Joystick` The joystick device whose axis changed. `axis` : string The name of the axis that changed. `value` : float The current value of the axis, normalized to [-1, 1]. """ def on_joybutton_press(self, joystick, button): """A button on the joystick was pressed. :Parameters: `joystick` : `Joystick` The joystick device whose button was pressed. `button` : int The index (in `button_controls`) of the button that was pressed. """ def on_joybutton_release(self, joystick, button): """A button on the joystick was released. :Parameters: `joystick` : `Joystick` The joystick device whose button was released. `button` : int The index (in `button_controls`) of the button that was released. """ def on_joyhat_motion(self, joystick, hat_x, hat_y): """The value of the joystick hat switch changed. :Parameters: `joystick` : `Joystick` The joystick device whose hat control changed. `hat_x` : int Current hat (POV) horizontal position; one of -1 (left), 0 (centered) or 1 (right). `hat_y` : int Current hat (POV) vertical position; one of -1 (bottom), 0 (centered) or 1 (top). """ def __repr__(self): return f"Joystick(device={self.device.name})" Joystick.register_event_type('on_joyaxis_motion') Joystick.register_event_type('on_joybutton_press') Joystick.register_event_type('on_joybutton_release') Joystick.register_event_type('on_joyhat_motion') class Controller(EventDispatcher): __slots__ = ('device', 'guid', '_mapping', 'name', 'a', 'b', 'x', 'y', 'back', 'start', 'guide', 'leftshoulder', 'rightshoulder', 'leftstick', 'rightstick', 'lefttrigger', 'righttrigger', 'leftx', 'lefty', 'rightx', 'righty', 'dpup', 'dpdown', 'dpleft', 'dpright', '_button_controls', '_axis_controls', '_hat_control', '_hat_x_control', '_hat_y_control') def __init__(self, device, mapping): """High-level interface for Game Controllers. Unlike Joysticks, Controllers have a strictly defined set of inputs that matches the layout of popular home video game console Controllers. This includes a variety of face and shoulder buttons, analog sticks and triggers, a directional pad, and optional rumble (force feedback) effects. To use a Controller, you must first call `open`. Controllers will then dispatch a variety of events whenever the inputs change. They can also be polled at any time to find the current value of any inputs. Analog inputs are normalized to the range [-1.0, 1.0]. :note: A running application event loop is required The following event types are dispatched: `on_button_press` `on_button_release` `on_stick_motion` `on_dpad_motion` `on_trigger_motion` The device name can be queried to get the name of the joystick. :Ivariables: `device` : `Device` The underlying device used by this joystick interface. `name` : str The name of the Controller as reported by the OS. `guid` : str The unique device identification string, in SDL2 format. `a` : bool `b` : bool `x` : bool `x` : bool `back` : bool `start` : bool `guide` : bool `leftshoulder` : bool `rightshoulder` : bool `leftstick` : bool `rightstick` : bool `leftx` : float `lefty` : float `rightx` : float `righty` : float `lefttrigger` : float `righttrigger` : float `dpup` : bool `dpdown` : bool `dpleft` : bool `dpright` : bool .. versionadded:: 2.0 """ self.device = device self._mapping = mapping self.name = mapping.get('name') self.guid = mapping.get('guid') self.a = False self.b = False self.x = False self.y = False self.back = False self.start = False self.guide = False self.leftshoulder = False self.rightshoulder = False self.leftstick = False # stick press button self.rightstick = False # stick press button self.lefttrigger = 0 self.righttrigger = 0 self.leftx = 0 self.lefty = 0 self.rightx = 0 self.righty = 0 self.dpup = False self.dpdown = False self.dpleft = False self.dpright = False self._button_controls = [] self._axis_controls = [] self._hat_control = None self._hat_x_control = None self._hat_y_control = None self._initialize_controls() def _initialize_controls(self): def add_axis(control, axis_name): tscale = 1.0 / (control.max - control.min) scale = 2.0 / (control.max - control.min) bias = -1.0 - control.min * scale if control.inverted: scale = -scale bias = -bias if axis_name in ("dpup", "dpdown"): @control.event def on_change(value): normalized_value = value * scale + bias self.dpup = self.dpdown = False if normalized_value > 0.1: self.dpup = True if normalized_value < -0.1: self.dpdown = True self.dispatch_event('on_dpad_motion', self, self.dpleft, self.dpright, self.dpup, self.dpdown) elif axis_name in ("dpleft", "dpright"): @control.event def on_change(value): normalized_value = value * scale + bias self.dpleft = self.dpright = False if normalized_value > 0.1: self.dpright = True if normalized_value < -0.1: self.dpleft = True self.dispatch_event('on_dpad_motion', self, self.dpleft, self.dpright, self.dpup, self.dpdown) elif axis_name in ("lefttrigger", "righttrigger"): @control.event def on_change(value): normalized_value = value * tscale setattr(self, axis_name, normalized_value) self.dispatch_event('on_trigger_motion', self, axis_name, normalized_value) elif axis_name in ("leftx", "lefty"): @control.event def on_change(value): normalized_value = value * scale + bias setattr(self, axis_name, normalized_value) self.dispatch_event('on_stick_motion', self, "leftstick", self.leftx, -self.lefty) elif axis_name in ("rightx", "righty"): @control.event def on_change(value): normalized_value = value * scale + bias setattr(self, axis_name, normalized_value) self.dispatch_event('on_stick_motion', self, "rightstick", self.rightx, -self.righty) def add_button(control, button_name): if button_name in ("dpleft", "dpright", "dpup", "dpdown"): @control.event def on_change(value): setattr(self, button_name, value) self.dispatch_event('on_dpad_motion', self, self.dpleft, self.dpright, self.dpup, self.dpdown) else: @control.event def on_change(value): setattr(self, button_name, value) @control.event def on_press(): self.dispatch_event('on_button_press', self, button_name) @control.event def on_release(): self.dispatch_event('on_button_release', self, button_name) def add_dedicated_hat(control): # 8-directional hat encoded as a single control (Windows/Mac) @control.event def on_change(value): if value & 0xffff == 0xffff: self.dpleft = self.dpright = self.dpup = self.dpdown = False else: if control.max > 8: # DirectInput: scale value value //= 0xfff if 0 <= value < 8: self.dpleft, self.dpright, self.dpup, self.dpdown = ( (False, False, True, False), (False, True, True, False), (False, True, False, False), (False, True, False, True), (False, False, False, True), (True, False, False, True), (True, False, False, False), (True, False, True, False))[value] else: # Out of range self.dpleft = self.dpright = self.dpup = self.dpdown = False self.dispatch_event('on_dpad_motion', self, self.dpleft, self.dpright, self.dpup, self.dpdown) for control in self.device.get_controls(): """Categorize the various control types""" if isinstance(control, Button): self._button_controls.append(control) elif isinstance(control, AbsoluteAxis): if control.name in ('x', 'y', 'z', 'rx', 'ry', 'rz'): self._axis_controls.append(control) elif control.name == "hat_x": self._hat_x_control = control elif control.name == "hat_y": self._hat_y_control = control elif control.name == "hat": self._hat_control = control for name, relation in self._mapping.items(): if relation is None or type(relation) is str: continue if relation.control_type == "button": try: add_button(self._button_controls[relation.index], name) except IndexError: continue elif relation.control_type == "axis": try: add_axis(self._axis_controls[relation.index], name) except IndexError: continue elif relation.control_type == "hat0": if self._hat_control: # TODO: test this on Windows/Mac. add_dedicated_hat(self._hat_control) else: if relation.index == 1: # 1 == UP add_axis(self._hat_y_control, "dpup") elif relation.index == 2: # 2 == RIGHT add_axis(self._hat_x_control, "dpright") elif relation.index == 4: # 4 == DOWN add_axis(self._hat_y_control, "dpdown") elif relation.index == 8: # 8 == LEFT add_axis(self._hat_x_control, "dpleft") def open(self, window=None, exclusive=False): """Open the controller. See `Device.open`. """ self.device.open(window, exclusive) def close(self): """Close the controller. See `Device.close`. """ self.device.close() # Rumble (force feedback) methods: def rumble_play_weak(self, strength=1.0, duration=0.5): """Play a rumble effect on the weak motor. :Parameters: `strength` : float The strength of the effect, from 0 to 1. `duration` : float The duration of the effect in seconds. """ def rumble_play_strong(self, strength=1.0, duration=0.5): """Play a rumble effect on the strong motor. :Parameters: `strength` : float The strength of the effect, from 0 to 1. `duration` : float The duration of the effect in seconds. """ def rumble_stop_weak(self): """Stop playing rumble effects on the weak motor.""" def rumble_stop_strong(self): """Stop playing rumble effects on the strong motor.""" # Input Event types: def on_stick_motion(self, controller, stick, xvalue, yvalue): """The value of a controller analogue stick changed. :Parameters: `controller` : `Controller` The controller whose analogue stick changed. `stick` : string The name of the stick that changed. `xvalue` : float The current X axis value, normalized to [-1, 1]. `yvalue` : float The current Y axis value, normalized to [-1, 1]. """ def on_dpad_motion(self, controller, dpleft, dpright, dpup, dpdown): """The direction pad of the controller changed. :Parameters: `controller` : `Controller` The controller whose hat control changed. `dpleft` : boolean True if left is pressed on the directional pad. `dpright` : boolean True if right is pressed on the directional pad. `dpup` : boolean True if up is pressed on the directional pad. `dpdown` : boolean True if down is pressed on the directional pad. """ def on_trigger_motion(self, controller, trigger, value): """The value of a controller analogue stick changed. :Parameters: `controller` : `Controller` The controller whose analogue stick changed. `trigger` : string The name of the trigger that changed. `value` : float The current value of the trigger, normalized to [-1, 1]. """ def on_button_press(self, controller, button): """A button on the controller was pressed. :Parameters: `controller` : :py:class:`Controller` The controller whose button was pressed. `button` : string The name of the button that was pressed. """ def on_button_release(self, controller, button): """A button on the joystick was released. :Parameters: `controller` : `Controller` The controller whose button was released. `button` : string The name of the button that was released. """ def __repr__(self): return f"Controller(name={self.name})" Controller.register_event_type('on_button_press') Controller.register_event_type('on_button_release') Controller.register_event_type('on_stick_motion') Controller.register_event_type('on_dpad_motion') Controller.register_event_type('on_trigger_motion') class AppleRemote(EventDispatcher): """High-level interface for Apple remote control. This interface provides access to the 6 button controls on the remote. Pressing and holding certain buttons on the remote is interpreted as a separate control. :Ivariables: `device` : `Device` The underlying device used by this interface. `left_control` : `Button` Button control for the left (prev) button. `left_hold_control` : `Button` Button control for holding the left button (rewind). `right_control` : `Button` Button control for the right (next) button. `right_hold_control` : `Button` Button control for holding the right button (fast forward). `up_control` : `Button` Button control for the up (volume increase) button. `down_control` : `Button` Button control for the down (volume decrease) button. `select_control` : `Button` Button control for the select (play/pause) button. `select_hold_control` : `Button` Button control for holding the select button. `menu_control` : `Button` Button control for the menu button. `menu_hold_control` : `Button` Button control for holding the menu button. """ def __init__(self, device): def add_button(control): setattr(self, control.name + '_control', control) @control.event def on_press(): self.dispatch_event('on_button_press', control.name) @control.event def on_release(): self.dispatch_event('on_button_release', control.name) self.device = device for control in device.get_controls(): if control.name in ('left', 'left_hold', 'right', 'right_hold', 'up', 'down', 'menu', 'select', 'menu_hold', 'select_hold'): add_button(control) def open(self, window=None, exclusive=False): """Open the device. See `Device.open`. """ self.device.open(window, exclusive) def close(self): """Close the device. See `Device.close`. """ self.device.close() def on_button_press(self, button): """A button on the remote was pressed. Only the 'up' and 'down' buttons will generate an event when the button is first pressed. All other buttons on the remote will wait until the button is released and then send both the press and release events at the same time. :Parameters: `button` : unicode The name of the button that was pressed. The valid names are 'up', 'down', 'left', 'right', 'left_hold', 'right_hold', 'menu', 'menu_hold', 'select', and 'select_hold' :event: """ def on_button_release(self, button): """A button on the remote was released. The 'select_hold' and 'menu_hold' button release events are sent immediately after the corresponding press events regardless of whether the user has released the button. :Parameters: `button` : str The name of the button that was released. The valid names are 'up', 'down', 'left', 'right', 'left_hold', 'right_hold', 'menu', 'menu_hold', 'select', and 'select_hold' :event: """ AppleRemote.register_event_type('on_button_press') AppleRemote.register_event_type('on_button_release') class Tablet: """High-level interface to tablet devices. Unlike other devices, tablets must be opened for a specific window, and cannot be opened exclusively. The `open` method returns a `TabletCanvas` object, which supports the events provided by the tablet. Currently only one tablet device can be used, though it can be opened on multiple windows. If more than one tablet is connected, the behaviour is undefined. """ def open(self, window): """Open a tablet device for a window. :Parameters: `window` : `Window` The window on which the tablet will be used. :rtype: `TabletCanvas` """ raise NotImplementedError('abstract') class TabletCanvas(EventDispatcher): """Event dispatcher for tablets. Use `Tablet.open` to obtain this object for a particular tablet device and window. Events may be generated even if the tablet stylus is outside of the window; this is operating-system dependent. The events each provide the `TabletCursor` that was used to generate the event; for example, to distinguish between a stylus and an eraser. Only one cursor can be used at a time, otherwise the results are undefined. :Ivariables: `window` : Window The window on which this tablet was opened. """ # OS X: Active window receives tablet events only when cursor is in window # Windows: Active window receives all tablet events # # Note that this means enter/leave pairs are not always consistent (normal # usage). def __init__(self, window): self.window = window def close(self): """Close the tablet device for this window. """ raise NotImplementedError('abstract') if _is_pyglet_doc_run: def on_enter(self, cursor): """A cursor entered the proximity of the window. The cursor may be hovering above the tablet surface, but outside of the window bounds, or it may have entered the window bounds. Note that you cannot rely on `on_enter` and `on_leave` events to be generated in pairs; some events may be lost if the cursor was out of the window bounds at the time. :Parameters: `cursor` : `TabletCursor` The cursor that entered proximity. :event: """ def on_leave(self, cursor): """A cursor left the proximity of the window. The cursor may have moved too high above the tablet surface to be detected, or it may have left the bounds of the window. Note that you cannot rely on `on_enter` and `on_leave` events to be generated in pairs; some events may be lost if the cursor was out of the window bounds at the time. :Parameters: `cursor` : `TabletCursor` The cursor that left proximity. :event: """ def on_motion(self, cursor, x, y, pressure, tilt_x, tilt_y, buttons): """The cursor moved on the tablet surface. If `pressure` is 0, then the cursor is actually hovering above the tablet surface, not in contact. :Parameters: `cursor` : `TabletCursor` The cursor that moved. `x` : int The X position of the cursor, in window coordinates. `y` : int The Y position of the cursor, in window coordinates. `pressure` : float The pressure applied to the cursor, in range 0.0 (no pressure) to 1.0 (full pressure). `tilt_x` : float Currently undefined. `tilt_y` : float Currently undefined. `buttons` : int Button state may be provided if the platform supports it. Supported on: Windows :event: """ TabletCanvas.register_event_type('on_enter') TabletCanvas.register_event_type('on_leave') TabletCanvas.register_event_type('on_motion') class TabletCursor: """A distinct cursor used on a tablet. Most tablets support at least a *stylus* and an *erasor* cursor; this object is used to distinguish them when tablet events are generated. :Ivariables: `name` : str Name of the cursor. """ # TODO well-defined names for stylus and eraser. def __init__(self, name): self.name = name def __repr__(self): return '%s(%s)' % (self.__class__.__name__, self.name) class ControllerManager(EventDispatcher): """High level interface for managing game Controllers. This class provides a convenient way to handle the connection and disconnection of devices. A list of all connected Controllers can be queried at any time with the `get_controllers` method. For hot-plugging, events are dispatched for `on_connect` and `on_disconnect`. To use the ControllerManager, first make an instance:: controller_man = pyglet.input.ControllerManager() At the start of your game, query for any Controllers that are already connected:: controllers = controller_man.get_controllers() To handle Controllers that are connected or disconnected after the start of your game, register handlers for the appropriate events:: @controller_man.event def on_connect(controller): # code to handle newly connected # (or re-connected) controllers controller.open() print("Connect:", controller) @controller_man.event def on_disconnect(controller): # code to handle disconnected Controller print("Disconnect:", controller) .. versionadded:: 1.2 """ def get_controllers(self): """Get a list of all connected Controllers :rtype: list of :py:class:`Controller` """ raise NotImplementedError def on_connect(self, controller): """A Controller has been connected. If this is a previously dissconnected Controller that is being re-connected, the same Controller instance will be returned. :Parameters: `controller` : :py:class:`Controller` An un-opened Controller instance. :event: """ def on_disconnect(self, controller): """A Controller has been disconnected. :Parameters: `controller` : :py:class:`Controller` An un-opened Controller instance. :event: """ ControllerManager.register_event_type('on_connect') ControllerManager.register_event_type('on_disconnect')