extends Control # Joypads demo, written by Dana Olson # # This is a demo of joypad support, and doubles as a testing application # inspired by and similar to jstest-gtk. # # Licensed under the MIT license const DEADZONE = 0.2 const FONT_COLOR_DEFAULT = Color(1.0, 1.0, 1.0, 0.5) const FONT_COLOR_ACTIVE = Color(0.2, 1.0, 0.2, 1.0) var joy_num var cur_joy = -1 var axis_value @onready var axes = $Axes @onready var button_grid = $Buttons/ButtonGrid @onready var joypad_axes = $JoypadDiagram/Axes @onready var joypad_buttons = $JoypadDiagram/Buttons @onready var joypad_name = $DeviceInfo/JoyName @onready var joypad_number = $DeviceInfo/JoyNumber func _ready(): Input.joy_connection_changed.connect(self._on_joy_connection_changed) for joypad in Input.get_connected_joypads(): print_rich("Found joypad #%d: [b]%s[/b] - %s" % [joypad, Input.get_joy_name(joypad), Input.get_joy_guid(joypad)]) func _process(_delta): # Get the joypad device number from the spinbox. joy_num = joypad_number.value # Display the name of the joypad if we haven't already. if joy_num != cur_joy: cur_joy = joy_num if Input.get_joy_name(joy_num) != "": set_joypad_name(Input.get_joy_name(joy_num), Input.get_joy_guid(joy_num)) else: clear_joypad_name() # Loop through the axes and show their current values. for axis in range(int(min(JOY_AXIS_MAX, 10))): axis_value = Input.get_joy_axis(joy_num, axis) axes.get_node("Axis" + str(axis) + "/ProgressBar").set_value(100 * axis_value) axes.get_node("Axis" + str(axis) + "/ProgressBar/Value").set_text("[center][fade start=2 length=16]%s[/fade][/center]" % axis_value) # Scaled value used for alpha channel using valid range rather than including unusable deadzone values. var scaled_alpha_value = (abs(axis_value) - DEADZONE) / (1.0 - DEADZONE) # Show joypad direction indicators if axis <= JOY_AXIS_RIGHT_Y: if abs(axis_value) < DEADZONE: joypad_axes.get_node(str(axis) + "+").hide() joypad_axes.get_node(str(axis) + "-").hide() elif axis_value > 0: joypad_axes.get_node(str(axis) + "+").show() joypad_axes.get_node(str(axis) + "-").hide() # Transparent white modulate, non-alpha color channels are not changed here. joypad_axes.get_node(str(axis) + "+").self_modulate.a = scaled_alpha_value else: joypad_axes.get_node(str(axis) + "+").hide() joypad_axes.get_node(str(axis) + "-").show() # Transparent white modulate, non-alpha color channels are not changed here. joypad_axes.get_node(str(axis) + "-").self_modulate.a = scaled_alpha_value elif axis == JOY_AXIS_TRIGGER_LEFT || axis == JOY_AXIS_TRIGGER_RIGHT: if axis_value <= DEADZONE: joypad_axes.get_node(str(axis)).hide() else: joypad_axes.get_node(str(axis)).show() # Transparent white modulate, non-alpha color channels are not changed here. joypad_axes.get_node(str(axis)).self_modulate.a = scaled_alpha_value # Highlight axis labels that are within the "active" value range. Simular to the button highlighting for loop below. axes.get_node("Axis" + str(axis) + "/Label").add_theme_color_override("font_color", FONT_COLOR_DEFAULT) if abs(axis_value) >= DEADZONE: axes.get_node("Axis" + str(axis) + "/Label").add_theme_color_override("font_color", FONT_COLOR_ACTIVE) # Loop through the buttons and highlight the ones that are pressed. for button in range(int(min(JOY_BUTTON_SDL_MAX, 21))): if Input.is_joy_button_pressed(joy_num, button): button_grid.get_child(button).add_theme_color_override("font_color", FONT_COLOR_ACTIVE) if button <= JOY_BUTTON_MISC1: joypad_buttons.get_child(button).show() else: button_grid.get_child(button).add_theme_color_override("font_color", FONT_COLOR_DEFAULT) if button <= JOY_BUTTON_MISC1: joypad_buttons.get_child(button).hide() # Called whenever a joypad has been connected or disconnected. func _on_joy_connection_changed(device_id, connected): if connected: print_rich("[color=green]Found newly connected joypad #%d: [b]%s[/b] - %s[/color]" % [device_id, Input.get_joy_name(device_id), Input.get_joy_guid(device_id)]) else: print_rich("[color=red]Disconnected joypad #%d.[/color]" % device_id) if device_id == cur_joy: # Update current joypad label. if connected: set_joypad_name(Input.get_joy_name(device_id), Input.get_joy_guid(device_id)) else: clear_joypad_name() func _on_start_vibration_pressed(): var weak = $Vibration/Weak/Value.get_value() var strong = $Vibration/Strong/Value.get_value() var duration = $Vibration/Duration/Value.get_value() Input.start_joy_vibration(cur_joy, weak, strong, duration) func _on_stop_vibration_pressed(): Input.stop_joy_vibration(cur_joy) func _on_Remap_pressed(): $RemapWizard.start(cur_joy) func _on_Clear_pressed(): var guid = Input.get_joy_guid(cur_joy) if guid.is_empty(): push_error("No gamepad selected.") return Input.remove_joy_mapping(guid) func _on_Show_pressed(): $RemapWizard.show_map() func _on_joy_name_meta_clicked(meta): OS.shell_open(meta) func set_joypad_name(joy_name, joy_guid): # Make the GUID clickable (and point to Godot's game controller database for easier lookup). joypad_name.set_text("%s\n[color=#fff9][url=https://github.com/godotengine/godot/blob/master/core/input/gamecontrollerdb.txt]%s[/url][/color]" % [joy_name, joy_guid]) # Make the rest of the UI appear as enabled. for node in [$JoypadDiagram, $Axes, $Buttons, $Vibration, $VBoxContainer]: node.modulate.a = 1.0 func clear_joypad_name(): joypad_name.set_text("[i]No controller detected at ID %d.[/i]" % joypad_number.value) # Make the rest of the UI appear as disabled. for node in [$JoypadDiagram, $Axes, $Buttons, $Vibration, $VBoxContainer]: node.modulate.a = 0.5