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Demo of a number of ways the PS4 controller can interact with a pygame/opengl app. Hacked together and poorly written - just a demo/reference
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import pygame | |
from pygame.locals import * | |
from OpenGL.GL import * | |
from OpenGL.GLU import * | |
surfaces = ( | |
(1, 2, 3, 4), | |
(3, 2, 7, 6), | |
(6, 7, 5, 4), | |
(4, 5, 1, 0), | |
(1, 5, 7, 2), | |
(4, 0, 3, 6) | |
) | |
vertices = ( | |
( 1, -1, -1), | |
( 1, 1, -1), | |
(-1, 1, -1), | |
(-1, -1, -1), | |
( 1, -1, 1), | |
( 1, 1, 1), | |
(-1, -1, 1), | |
(-1, 1, 1) | |
) | |
edges = ( | |
(0, 1), | |
(0, 3), | |
(0, 4), | |
(2, 1), | |
(2, 3), | |
(2, 7), | |
(6, 3), | |
(6, 4), | |
(6, 7), | |
(5, 1), | |
(5, 4), | |
(5, 7) | |
) | |
# ------------------------------------------------------------- | |
btn_square = 0 | |
btn_cross = 1 | |
btn_circle = 2 | |
btn_tri = 3 | |
btn_l1 = 4 | |
btn_l2 = 6 | |
btn_l3 = 10 | |
btn_r1 = 5 | |
btn_r2 = 7 | |
btn_r3 = 11 | |
btn_share = 8 | |
btn_option = 9 | |
btn_ps4 = 12 | |
btn_touch = 13 | |
axis_x = 9 | |
axis_y = 11 | |
#axis_z = ??? #don't think there's any more accelerometers | |
axis_l3_x = 0 | |
axis_l3_y = 1 | |
axis_r3_x = 2 | |
axis_r3_y = 5 | |
axis_l2 = 3 | |
axis_r2 = 4 | |
axis_touch_x = 13 | |
axis_touch_y = 14 | |
# ------------------------------------------------------------- | |
def mixColors(colors): | |
reds = [ c[0] for c in colors ] | |
greens = [ c[1] for c in colors ] | |
blues = [ c[2] for c in colors ] | |
r = sum(reds) / len(colors) | |
g = sum(greens) / len(colors) | |
b = sum(blues) / len(colors) | |
return (r, g, b) | |
def getColorFromButtonsPressed(buttons): | |
colors = { | |
btn_square: (1.00, 0.41, 0.97), | |
btn_cross: (0.49, 0.69, 0.97), | |
btn_circle: (1.00, 0.40, 0.40), | |
btn_tri: (0.25, 0.88, 0.62) | |
} | |
pressedButtons = [ b for b in buttons.keys() if buttons[b] and b in colors.keys() ] | |
if not pressedButtons: | |
return (0, 0, 0) | |
return mixColors([ colors[b] for b in pressedButtons ]) | |
def shiftCube(axis_x, axis_y): | |
translate_x = 2.0 * axis_x | |
translate_y = 2.0 * axis_y | |
glTranslatef(axis_x, axis_y, 0.0) | |
def Cube(color): | |
glBegin(GL_QUADS) | |
for surface in surfaces: | |
for vertex in surface: | |
glColor3fv(color) | |
glVertex3fv(vertices[vertex]) | |
glEnd() | |
glBegin(GL_LINES) | |
for edge in edges: | |
for vertex in edge: | |
glColor3fv((1,1,1)) | |
glVertex3fv(vertices[vertex]) | |
glEnd() | |
def getZrotation(l2_axis, l2_pressed, r2_axis, r2_pressed): | |
# if buttons not pressed their axis is 0.0, but | |
# -1 makes more sense for us here | |
if not l2_pressed: | |
l2_axis = -1.0 | |
if not r2_pressed: | |
r2_axis = -1.0 | |
# next scale it so we're working with values [0..2] instead of [-1..1] | |
l2_axis += 1.0 | |
r2_axis += 1.0 | |
# finally subtract axes, and scale back to [0..1] | |
return (l2_axis - r2_axis) / 2 | |
def main(): | |
pygame.init() | |
display = (800,600) | |
pygame.display.set_mode(display, DOUBLEBUF|OPENGL) | |
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) | |
glTranslatef(0.0,0.0, -5) | |
pygame.init() | |
pygame.joystick.init() | |
controller = pygame.joystick.Joystick(0) | |
controller.init() | |
axis = {} | |
button = {} | |
for i in range(controller.get_numbuttons()): | |
button[i] = False | |
# set some default value | |
rot_x = 0.0 | |
rot_y = 0.0 | |
rot_z = 0.0 | |
rot_z_l2 = 0.0 | |
rot_z_r2 = 0.0 | |
trans_x = 0 | |
trans_y = 0 | |
# fix scaling - the rotz | |
rot_scale = 60.0 | |
rotx_scale = 1 * rot_scale | |
roty_scale = -1 * rot_scale | |
rotz_scale = -1 * 180 | |
while True: | |
# load previous values, in case there's no joy events this iteration | |
axis[axis_x] = rot_x | |
axis[axis_y] = rot_y | |
axis[axis_l2] = rot_z_l2 | |
axis[axis_r2] = rot_z_r2 | |
axis[axis_touch_x] = trans_x | |
axis[axis_touch_y] = trans_y | |
for event in pygame.event.get(): | |
if event.type == pygame.JOYAXISMOTION: | |
axis[event.axis] = round(event.value,2) | |
elif event.type == pygame.JOYBUTTONDOWN: | |
button[event.button] = True | |
elif event.type == pygame.JOYBUTTONUP: | |
button[event.button] = False | |
rot_x = axis[axis_x] | |
rot_y = axis[axis_y] | |
rot_z_l2 = axis[axis_l2] | |
rot_z_r2 = axis[axis_r2] | |
rot_z = getZrotation(rot_z_l2, button[btn_l2], rot_z_r2, button[btn_r2]) | |
trans_x = axis[axis_touch_x] | |
trans_y = axis[axis_touch_y] | |
glPushMatrix() | |
shiftCube(trans_x, -1 * trans_y) | |
glRotatef(roty_scale * rot_y, 1, 0, 0) | |
glRotatef(rotz_scale * rot_z, 0, 1, 0) | |
glRotatef(rotx_scale * rot_x, 0, 0, 1) | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | |
Cube(getColorFromButtonsPressed(button)) | |
glPopMatrix() | |
pygame.display.flip() | |
main() |
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Just for record.
I've just checked the PS4 Dualshock4 with pygame 1.9.6 on Raspberry Pi Stretch.
Little bit different from anubisankh's.
axis_l3_x = 0
axis_l3_y = 1
axis_r3_x = 3
axis_r3_y = 4
axis_l2 = 2
axis_r2 = 5
And no gyro and touch+x, y, too. But I can use the pad_click as mouse click for the OS.
With pygame 1.9.6 on macOS, it is another story.
axis_l3_x = 0
axis_l3_y = 1
axis_r3_x = 2
axis_r3_y = 3
axis_l2 = 4
axis_r2 = 5
Some buttons are shifted and no mouse click but button_13 is touch pad click.
No gyro and touch+x, y, again.