Controller & Joystick input
The input
module allows you to accept input from USB or Bluetooth
human interface devices (HID). High-level classes are provided for working with
game controllers, joysticks, and the Apple Remote, with named and normalized inputs.
Basic support is also provided for Drawing Tablets, such as those made by Wacom.
The game controller abstraction is most suitable for modern dual-analog stick controllers, such as those from video game consoles. The joystick abstraction is more generalized, and suits devices with an arbitrary number of buttons, absolute or relative axis, and hats. This includes devices like flight sticks, steering wheels, and just about anything else with digital and/or analog inputs. For most types of games, the game controller abstraction is recommended.
For advanced use cases, it is also possible to access the low-level input devices directly. This can be useful if you need direct accesss to the raw inputs, without normalization. For most application and games this is not required.
The input
module provides several methods for querying
devices, and a ControllerManager class to support hot-plugging of Controllers:
# get a list of all low-level input devices:
devices = pyglet.input.get_devices()
# get a list of all controllers:
controllers = pyglet.input.get_controllers()
# get a list of all joysticks:
joysticks = pyglet.input.get_joysticks()
# get a list of tablets:
tablets = pyglet.input.get_tablets()
# get an Apple Remote, if available:
remote = pyglet.input.get_apple_remote()
# create a ControllerManager instance:
controller_manager = pyglet.input.ControllerManager()
Using Controllers
Controllers have a strictly defined set of inputs that mimic the layout of modern dual-analog stick video game console Controllers. This includes two analog sticks, analog triggers, a directional pad (dpad), face and shoulder buttons, and start/back/guide and stick press buttons. Many controllers also include the ability to play rumble effects (vibration). The following platform interfaces are used for Controller support:
platform
interface
notes
Linux
evdev
Windows
DirectInput & Xinput
rumble not implemented on DirectInput
MacOSX
IOKit
rumble not yet implemented
Before using a controller, you must find it and open it. You can either list and open Controllers manually, or use a ControllerManager. A ControllerManager provides useful events for easily handling hot-plugging of Controllers, which is described in a following section. First, however, lets look at how to do this manually. To get a list of all controllers currently connected to your computer, call pyglet.input.get_controllers():
controllers = pyglet.input.get_controllers()
Then choose a controller from the list and call Controller.open() to open it:
if controllers:
controller = controllers[0]
controller.open()
Once opened, you you can start receiving data from the the inputs.
A variety of analog and digital Control
types
are defined, which are automatically normalized to consistent ranges. The
following analog controls are available:
name
type
range
leftx
float
-1~1
lefty
float
-1~1
rightx
float
-1~1
righty
float
-1~1
dpadx
float
-1~1
dpady
float
-1~1
lefttrigger
float
0~1
righttrigger
float
0~1
The following digital controls are available:
Name
notes
a
the “south” face button
b
the “east” face button
x
the “west” face button
y
the “north” face button
leftshoulder
rightshoulder
start
called “options” on some controllers
back
called “select” or “share” on some controllers
guide
usually in the center, with a company logo
leftstick
pressing in on the left analog stick
rightstick
pressing in on the right analog stick
These values can be read in two ways. First, you can just query them manually in your game loop. All control names listed above are properties on the controller instance:
# controller_instance.a (boolean)
# controller_instance.leftx (float)
if controller_instance.a == True:
# do something
Alternatively, since controllers are a subclass of EventDispatcher
,
events will be dispatched when any of the values change. This is usually the
recommended way to handle input, since it reduces the chance of “missed” button
presses due to slow polling. The different controls are grouped into the following
event types:
Event
Arguments
types
on_button_press
controller, button_name
Controller
, stron_button_release
controller, button_name
Controller
, stron_stick_motion
controller, stick_name, vector
Controller
, str,Vec2
on_dpad_motion
controller, left, right, up, down
on_trigger_motion
controller, trigger_name, value
Controller
, str, float
Analog (and Dpad) events can be handled like this:
@controller.event
def on_stick_motion(controller, name, vector):
if name == "leftstick":
# Do something with the 2D vector
elif name == "rightstick":
# Do something with the 2D vector
@controller.event
def on_trigger_motion(controller, name, value):
if name == "lefttrigger":
# Do something with the value
elif name == "righttrigger":
# Do something with the value
@controller.event
def on_dpad_motion(controller, vector):
# Do something with the 2D vector
Digital events can be handled like this:
@controller.event
def on_button_press(controller, button_name):
if button_name == 'a':
# start firing
elif button_name == 'b':
# do something else
@controller.event
def on_button_release(controller, button_name):
if button_name == 'a':
# stop firing
elif button_name == 'b':
# do something else
Rumble
Many controllers also support playing rumble (vibration) effects. There are both strong and weak effects, which can be played independently:
controller.rumble_play_weak(strength, duration=0.5)
controller.rumble_play_strong(strength, duration=0.5)
The strength parameter should be on a scale of 0-1. Values outside of this range will be clamped. The optional duration parameter is in seconds. The maximum duration can vary from platform to platform, but is usually at least 5 seconds. If you play another effect while an existing effect is still playing, it will replace it. You can also stop playback of a rumble effect at any time:
controller.rumble_stop_weak()
controller.rumble_stop_strong()
ControllerManager
To simplify hot-plugging of Controllers, the ControllerManager
class is available. This class has a get_controllers() method to be used
in place of pyglet.input.get_controllers(). There are also on_connect
and on_disconnect events, which dispatch a Controller instance whenever one
is connected or disconnected. First lets review the basic functionality.
To use a ControllerManager, first create an instance:
manager = pyglet.input.ControllerManager()
You can then query the currently connected controllers from this instance. (An empty list is returned if no controllers are detected):
controllers = manager.get_controllers()
Choose a controller from the list and call Controller.open() to open it:
if controllers:
controller = controllers[0]
controller.open()
To handle controller connections, attach handlers to the following methods:
@manager.event
def on_connect(controller):
print(f"Connected: {controller}")
@manager.event
def on_disconnect(controller):
print(f"Disconnected: {controller}")
Those are the basics, and provide the building blocks necessary to implement
hot-plugging of Controllers in your game. For an example of bringing these
concepts together, have a look at examples/input/controller.py
in the
repository.
Note
If you are using a ControllerManager, then you should not use pyglet.input.get_controllers() directly. The results are undefined. Use ControllerManager.get_controllers() instead.
Using Joysticks
Before using a joystick, you must find it and open it. To get a list
of all joystick devices currently connected to your computer, call
pyglet.input.get_joysticks()
:
joysticks = pyglet.input.get_joysticks()
Then choose a joystick from the list and call Joystick.open to open the device:
if joysticks:
joystick = joysticks[0]
joystick.open()
The current position of the joystick is recorded in its ‘x’ and ‘y’ attributes, both of which are normalized to values within the range of -1 to 1. For the x-axis, x = -1 means the joystick is pushed all the way to the left and x = 1 means the joystick is pushed to the right. For the y-axis, a value of y = -1 means that the joystick is pushed up and a value of y = 1 means that the joystick is pushed down. If other axis exist, they will be labeled z, rx, ry, or rz.
The state of the joystick buttons is contained in the buttons attribute as a list of boolean values. A True value indicates that the corresponding button is being pressed. While buttons may be labeled A, B, X, or Y on the physical joystick, they are simply referred to by their index when accessing the buttons list. There is no easy way to know which button index corresponds to which physical button on the device without testing the particular joystick, so it is a good idea to let users change button assignments.
Each open joystick dispatches events when the joystick changes state.
For buttons, there is the on_joybutton_press()
event which is sent whenever any of the joystick’s buttons are pressed:
def on_joybutton_press(joystick, button):
pass
and the on_joybutton_release()
event which is
sent whenever any of the joystick’s buttons are released:
def on_joybutton_release(joystick, button):
pass
The Joystick
parameter is the
Joystick
instance whose buttons changed state
(useful if you have multiple joysticks connected).
The button parameter signifies which button changed and is simply an
integer value, the index of the corresponding button in the buttons
list.
For most games, it is probably best to examine the current position of
the joystick directly by using the x and y attributes. However if
you want to receive notifications whenever these values change you
should handle the on_joyaxis_motion()
event:
def on_joyaxis_motion(joystick, axis, value):
pass
The Joystick
parameter again tells you which
joystick device changed. The axis parameter is string such as
“x”, “y”, or “rx” telling you which axis changed value. And value
gives the current normalized value of the axis, ranging between -1 and 1.
If the joystick has a hat switch, you may examine its current value by looking at the hat_x and hat_y attributes. For both, the values are either -1, 0, or 1. Note that hat_y will output 1 in the up position and -1 in the down position, which is the opposite of the y-axis control.
To be notified when the hat switch changes value, handle the
on_joyhat_motion()
event:
def on_joyhat_motion(joystick, hat_x, hat_y):
pass
The hat_x and hat_y parameters give the same values as the joystick’s hat_x and hat_y attributes.
A good way to use the joystick event handlers might be to define them within a controller class and then call:
joystick.push_handlers(my_controller)
Please note that you need a running application event loop for the joystick button an axis values to be properly updated. See the The application event loop section for more details on how to start an event loop.
Using the Apple Remote
The Apple Remote is a small infrared remote originally distributed with the iMac. The remote has six buttons, which are accessed with the names left, right, up, down, menu, and select. Additionally when certain buttons are held down, they act as virtual buttons. These are named left_hold, right_hold, menu_hold, and select_hold.
To use the remote, first call get_apple_remote()
:
remote = pyglet.input.get_apple_remote()
Then open it:
if remote:
remote.open(window, exclusive=True)
The remote is opened in exclusive mode so that while we are using the remote in our program, pressing the buttons does not activate Front Row, or change the volume, etc. on the computer.
The following event handlers tell you when a button on the remote has been either pressed or released:
def on_button_press(button):
pass
def on_button_release(button):
pass
The button parameter indicates which button changed and is a string equal to one of the ten button names defined above: “up”, “down”, “left”, “left_hold”, “right”, “right_hold”, “select”, “select_hold”, “menu”, or “menu_hold”.
To use the remote, you may define code for the event handlers in some controller class and then call:
remote.push_handlers(my_controller)
Low-level Devices
It’s usually easier to use the high-level interfaces but, for specialized hardware, the low-level device can be accessed directly. You can query the list of all devices, and check the name attribute to find the correct device:
for device in pyglet.input.get_devices():
print(device.name)
After identifying the Device you wish to use, you must first open it:
device.open()
Devices contain a list of Control
objects.
There are three types of controls: Button
,
AbsoluteAxis
, and RelativeAxis
.
For helping identify individual controls, each control has at least a
name, and optionally a raw_name attribute. Control values can by
queried at any time by checking the Control.value property. In addition,
every control is also a subclass of EventDispatcher
,
so you can add handlers to receive changes as well. All Controls dispatch the
on_change event. Buttons also dispatch on_press and on_release events.:
# All controls:
@control.event
def on_change(value):
print("value:", value)
# Buttons:
@control.event
def on_press():
print("button pressed")
@control.event
def on_release():
print("button release")