godot-demo-projects/misc/joypads/joypads.gd

102 lines
3.1 KiB
GDScript

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
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():
set_physics_process(true)
Input.connect("joy_connection_changed", self, "_on_joy_connection_changed")
# Guide button, not supported <= 3.2.3, so manually hide to account for that case.
joypad_buttons.get_child(16).hide()
func _process(_delta):
# Get the joypad device number from the spinbox.
joy_num = joypad_number.get_value()
# Display the name of the joypad if we haven't already.
if joy_num != cur_joy:
cur_joy = joy_num
joypad_name.set_text(Input.get_joy_name(joy_num) + "\n" + Input.get_joy_guid(joy_num))
# Loop through the axes and show their current values.
for axis in range(JOY_AXIS_MAX):
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(str(axis_value))
# Show joypad direction indicators
if axis <= JOY_ANALOG_RY:
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()
else:
joypad_axes.get_node(str(axis) + "+").hide()
joypad_axes.get_node(str(axis) + "-").show()
# Loop through the buttons and highlight the ones that are pressed.
for btn in range(JOY_BUTTON_0, int(min(JOY_BUTTON_MAX, 24))):
if Input.is_joy_button_pressed(joy_num, btn):
button_grid.get_child(btn).add_color_override("font_color", Color.white)
if btn < 17:
joypad_buttons.get_child(btn).show()
else:
button_grid.get_child(btn).add_color_override("font_color", Color(0.2, 0.1, 0.3, 1))
if btn < 17:
joypad_buttons.get_child(btn).hide()
# Called whenever a joypad has been connected or disconnected.
func _on_joy_connection_changed(device_id, connected):
if device_id == cur_joy:
if connected:
joypad_name.set_text(Input.get_joy_name(device_id) + "\n" + Input.get_joy_guid(device_id))
else:
joypad_name.set_text("")
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.empty():
printerr("No gamepad selected")
return
Input.remove_joy_mapping(guid)
func _on_Show_pressed():
$RemapWizard.show_map()