.. module:: pygame._sdl2.controller :synopsis: pygame module to work with controllers
This module offers control over common controller types like the dualshock 4 or the xbox 360 controllers: They have two analog sticks, two triggers, two shoulder buttons, a dpad, 4 buttons on the side, 2 (or 3) buttons in the middle.
Pygame uses xbox controllers naming conventions (like a, b, x, y for buttons) but
they always refer to the same buttons. For example CONTROLLER_BUTTON_X
is
always the leftmost button of the 4 buttons on the right.
Controllers can generate the following events:
CONTROLLERAXISMOTION, CONTROLLERBUTTONDOWN, CONTROLLERBUTTONUP, CONTROLLERDEVICEREMAPPED, CONTROLLERDEVICEADDED, CONTROLLERDEVICEREMOVED, CONTROLLERTOUCHPADDOWN, CONTROLLERTOUCHPADMOTION, CONTROLLERTOUCHPADUP
These events can be enabled/disabled by :meth:`pygame._sdl2.controller.set_eventstate` Note that controllers can generate joystick events as well. This function only toggles events related to controllers.
Note
See the :mod:`pygame.joystick` for a more versatile but more advanced api.
.. versionaddedold:: 2 This module requires SDL2.
.. function:: init | :sl:`initialize the controller module` | :sg:`init() -> None` Initialize the controller module. .. ## pygame._sdl2.controller.init ##
.. function:: quit | :sl:`Uninitialize the controller module.` | :sg:`quit() -> None` Uninitialize the controller module. .. ## pygame._sdl2.controller.quit ##
.. function:: get_init | :sl:`Returns True if the controller module is initialized.` | :sg:`get_init() -> bool` Test if ``pygame._sdl2.controller.init()`` was called. .. ## pygame._sdl2.controller.get_init ##
.. function:: set_eventstate | :sl:`Sets the current state of events related to controllers` | :sg:`set_eventstate(state) -> None` Enable or disable events connected to controllers. .. note:: Controllers can still generate joystick events, which will not be toggled by this function. .. versionchangedold:: 2.0.2: Changed return type from int to None .. ## pygame._sdl2.controller.set_eventstate ##
.. function:: get_eventstate | :sl:`Gets the current state of events related to controllers` | :sg:`get_eventstate() -> bool` Returns the current state of events related to controllers, True meaning events will be posted. .. versionaddedold:: 2.0.2 .. ## pygame._sdl2.controller.get_eventstate ##
.. function:: get_count | :sl:`Get the number of joysticks connected` | :sg:`get_count() -> int` Get the number of joysticks connected. .. ## pygame._sdl2.controller.get_count ##
.. function:: is_controller | :sl:`Check if the given joystick is supported by the game controller interface` | :sg:`is_controller(index) -> bool` Returns True if the index given can be used to create a controller object. .. ## pygame._sdl2.controller.is_controller ##
.. function:: name_forindex | :sl:`Get the name of the controller` | :sg:`name_forindex(index) -> name or None` Returns the name of controller, or None if there's no name or the index is invalid. .. ## pygame._sdl2.controller.name_forindex ##
Create a new Controller object. Index should be integer between 0 and
pygame._sdl2.controller.get_count()
. Controllers also can be created from apygame.joystick.Joystick
usingpygame._sdl2.controller.from_joystick
. Controllers are initialized on creation.
.. method:: init | :sl:`Initialize the Controller` | :sg:`init() -> None` Initialize a controller object. This should not be used much, since Controllers are initialised on creation.
.. method:: quit | :sl:`uninitialize the Controller` | :sg:`quit() -> None` Close a Controller object. After this the pygame event queue will no longer receive events from the device. It is safe to call this more than once. .. ## Controller.quit ##
.. method:: get_init | :sl:`check if the Controller is initialized` | :sg:`get_init() -> bool` Returns True if the Controller object is currently initialised. .. ## Controller.get_init ##
.. staticmethod:: from_joystick | :sl:`Create a Controller from a pygame.joystick.Joystick object` | :sg:`from_joystick(joystick) -> Controller` Create a Controller object from a ``pygame.joystick.Joystick`` object .. ## Controller.from_joystick ##
.. method:: attached | :sl:`Check if the Controller has been opened and is currently connected.` | :sg:`attached() -> bool` Returns True if the Controller object is opened and connected. .. ## Controller.attached ##
.. method:: as_joystick | :sl:`Returns a pygame.joystick.Joystick() object` | :sg:`as_joystick() -> Joystick object` Returns a pygame.joystick.Joystick() object created from this controller's index .. ## Controller.as_joystick ##
.. method:: get_axis | :sl:`Get the current state of a joystick axis` | :sg:`get_axis(axis) -> int` Get the current state of a trigger or joystick axis. The axis argument must be one of the following constants:: CONTROLLER_AXIS_LEFTX, CONTROLLER_AXIS_LEFTY, CONTROLLER_AXIS_RIGHTX, CONTROLLER_AXIS_RIGHTY, CONTROLLER_AXIS_TRIGGERLEFT, CONTROLLER_AXIS_TRIGGERRIGHT Joysticks can return a value between -32768 and 32767. Triggers however can only return a value between 0 and 32768. .. ## Controller.get_axis ##
.. method:: get_button | :sl:`Get the current state of a button` | :sg:`get_button(button) -> bool` Get the current state of a button, True meaning it is pressed down. The button argument must be one of the following constants:: CONTROLLER_BUTTON_A, CONTROLLER_BUTTON_B, CONTROLLER_BUTTON_X, CONTROLLER_BUTTON_Y CONTROLLER_BUTTON_DPAD_UP, CONTROLLER_BUTTON_DPAD_DOWN, CONTROLLER_BUTTON_DPAD_LEFT, CONTROLLER_BUTTON_DPAD_RIGHT, CONTROLLER_BUTTON_LEFTSHOULDER, CONTROLLER_BUTTON_RIGHTSHOULDER, CONTROLLER_BUTTON_LEFTSTICK, CONTROLLER_BUTTON_RIGHTSTICK, CONTROLLER_BUTTON_BACK, CONTROLLER_BUTTON_GUIDE, CONTROLLER_BUTTON_START .. ## Controller.get_button ##
.. method:: get_mapping | :sl:`Get the mapping assigned to the controller` | :sg:`get_mapping() -> mapping` Returns a dict containing the mapping of the Controller. For more information see :meth:`Controller.set_mapping()` .. versionchangedold:: 2.0.2: Return type changed from ``str`` to ``dict`` .. ## Controller.get_mapping ##
.. method:: set_mapping | :sl:`Assign a mapping to the controller` | :sg:`set_mapping(mapping) -> int` Rebind buttons, axes, triggers and dpads. The mapping should be a dict containing all buttons, hats and axes. The easiest way to get this is to use the dict returned by :meth:`Controller.get_mapping`. To edit this mapping assign a value to the original button. The value of the dictionary must be a button, hat or axis represented in the following way: * For a button use: bX where X is the index of the button. * For a hat use: hX.Y where X is the index and the Y is the direction (up: 1, right: 2, down: 3, left: 4). * For an axis use: aX where x is the index of the axis. An example of mapping:: mapping = controller.get_mapping() # Get current mapping mapping["a"] = "b3" # Remap button a to y mapping["y"] = "b0" # Remap button y to a controller.set_mapping(mapping) # Set the mapping The function will return 1 if a new mapping is added or 0 if an existing one is updated. .. versionchangedold:: 2.0.2: Renamed from ``add_mapping`` to ``set_mapping`` .. versionchangedold:: 2.0.2: Argument type changed from ``str`` to ``dict`` .. ## Controller.set_mapping ##
.. method:: rumble | :sl:`Start a rumbling effect` | :sg:`rumble(low_frequency, high_frequency, duration) -> bool` Start a rumble effect on the controller, with the specified strength ranging from 0 to 1. Duration is length of the effect, in ms. Setting the duration to 0 will play the effect until another one overwrites it or :meth:`Controller.stop_rumble` is called. If an effect is already playing, then it will be overwritten. Returns True if the rumble was played successfully or False if the controller does not support it. .. versionaddedold:: 2.0.2 .. ## Controller.rumble ##
.. method:: stop_rumble | :sl:`Stop any rumble effect playing` | :sg:`stop_rumble() -> None` Stops any rumble effect playing on the controller. See :meth:`Controller.rumble` for more information. .. versionaddedold:: 2.0.2 .. ## Controller.stop_rumble ##