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- extends Control
- # Joypads demo, written by Dana Olson <dana@shineuponthee.com>
- #
- # 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
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