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* General proofreading for grammar and spelling * General formatting * Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
153 lines
5.9 KiB
GDScript
153 lines
5.9 KiB
GDScript
extends Control
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# Joypads demo, written by Dana Olson <dana@shineuponthee.com>
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#
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# This is a demo of joypad support, and doubles as a testing application
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# inspired by and similar to jstest-gtk.
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#
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# Licensed under the MIT license
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const DEADZONE = 0.2
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const FONT_COLOR_DEFAULT = Color(1.0, 1.0, 1.0, 0.5)
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const FONT_COLOR_ACTIVE = Color(0.2, 1.0, 0.2, 1.0)
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var joy_num := 0
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var cur_joy := -1
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var axis_value := 0.0
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@onready var axes: VBoxContainer = $Axes
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@onready var button_grid: GridContainer = $Buttons/ButtonGrid
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@onready var joypad_axes: Node2D = $JoypadDiagram/Axes
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@onready var joypad_buttons: Node2D = $JoypadDiagram/Buttons
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@onready var joypad_name: RichTextLabel = $DeviceInfo/JoyName
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@onready var joypad_number: SpinBox = $DeviceInfo/JoyNumber
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func _ready() -> void:
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Input.joy_connection_changed.connect(_on_joy_connection_changed)
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for joypad in Input.get_connected_joypads():
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print_rich("Found joypad #%d: [b]%s[/b] - %s" % [joypad, Input.get_joy_name(joypad), Input.get_joy_guid(joypad)])
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func _process(_delta: float) -> void:
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# Get the joypad device number from the spinbox.
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joy_num = int(joypad_number.value)
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# Display the name of the joypad if we haven't already.
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if joy_num != cur_joy:
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cur_joy = joy_num
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if Input.get_joy_name(joy_num) != "":
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set_joypad_name(Input.get_joy_name(joy_num), Input.get_joy_guid(joy_num))
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else:
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clear_joypad_name()
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# Loop through the axes and show their current values.
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for axis in range(int(min(JOY_AXIS_MAX, 10))):
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axis_value = Input.get_joy_axis(joy_num, axis)
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axes.get_node("Axis" + str(axis) + "/ProgressBar").set_value(100 * axis_value)
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axes.get_node("Axis" + str(axis) + "/ProgressBar/Value").set_text("[center][fade start=2 length=16]%s[/fade][/center]" % axis_value)
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# Scaled value used for alpha channel using valid range rather than including unusable deadzone values.
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var scaled_alpha_value: float = (abs(axis_value) - DEADZONE) / (1.0 - DEADZONE)
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# Show joypad direction indicators
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if axis <= JOY_AXIS_RIGHT_Y:
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if abs(axis_value) < DEADZONE:
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joypad_axes.get_node(str(axis) + "+").hide()
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joypad_axes.get_node(str(axis) + "-").hide()
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elif axis_value > 0:
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joypad_axes.get_node(str(axis) + "+").show()
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joypad_axes.get_node(str(axis) + "-").hide()
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# Transparent white modulate, non-alpha color channels are not changed here.
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joypad_axes.get_node(str(axis) + "+").self_modulate.a = scaled_alpha_value
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else:
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joypad_axes.get_node(str(axis) + "+").hide()
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joypad_axes.get_node(str(axis) + "-").show()
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# Transparent white modulate, non-alpha color channels are not changed here.
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joypad_axes.get_node(str(axis) + "-").self_modulate.a = scaled_alpha_value
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elif axis == JOY_AXIS_TRIGGER_LEFT || axis == JOY_AXIS_TRIGGER_RIGHT:
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if axis_value <= DEADZONE:
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joypad_axes.get_node(str(axis)).hide()
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else:
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joypad_axes.get_node(str(axis)).show()
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# Transparent white modulate, non-alpha color channels are not changed here.
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joypad_axes.get_node(str(axis)).self_modulate.a = scaled_alpha_value
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# Highlight axis labels that are within the "active" value range. Similar to the button highlighting for loop below.
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axes.get_node("Axis" + str(axis) + "/Label").add_theme_color_override(&"font_color", FONT_COLOR_DEFAULT)
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if abs(axis_value) >= DEADZONE:
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axes.get_node("Axis" + str(axis) + "/Label").add_theme_color_override(&"font_color", FONT_COLOR_ACTIVE)
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# Loop through the buttons and highlight the ones that are pressed.
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for button in range(int(min(JOY_BUTTON_SDL_MAX, 21))):
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if Input.is_joy_button_pressed(joy_num, button):
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button_grid.get_child(button).add_theme_color_override(&"font_color", FONT_COLOR_ACTIVE)
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if button <= JOY_BUTTON_MISC1:
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joypad_buttons.get_child(button).show()
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else:
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button_grid.get_child(button).add_theme_color_override(&"font_color", FONT_COLOR_DEFAULT)
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if button <= JOY_BUTTON_MISC1:
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joypad_buttons.get_child(button).hide()
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# Called whenever a joypad has been connected or disconnected.
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func _on_joy_connection_changed(device_id: int, connected: bool) -> void:
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if connected:
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print_rich("[color=green][b]+[/b] Found newly connected joypad #%d: [b]%s[/b] - %s[/color]" % [device_id, Input.get_joy_name(device_id), Input.get_joy_guid(device_id)])
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else:
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print_rich("[color=red][b]-[/b] Disconnected joypad #%d.[/color]" % device_id)
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if device_id == cur_joy:
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# Update current joypad label.
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if connected:
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set_joypad_name(Input.get_joy_name(device_id), Input.get_joy_guid(device_id))
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else:
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clear_joypad_name()
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func _on_start_vibration_pressed() -> void:
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var weak: float = $Vibration/Weak/Value.get_value()
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var strong: float = $Vibration/Strong/Value.get_value()
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var duration: float = $Vibration/Duration/Value.get_value()
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Input.start_joy_vibration(cur_joy, weak, strong, duration)
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func _on_stop_vibration_pressed() -> void:
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Input.stop_joy_vibration(cur_joy)
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func _on_Remap_pressed() -> void:
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$RemapWizard.start(cur_joy)
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func _on_Clear_pressed() -> void:
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var guid := Input.get_joy_guid(cur_joy)
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if guid.is_empty():
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push_error("No gamepad selected.")
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return
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Input.remove_joy_mapping(guid)
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func _on_Show_pressed() -> void:
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$RemapWizard.show_map()
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func _on_joy_name_meta_clicked(meta: Variant) -> void:
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OS.shell_open(str(meta))
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func set_joypad_name(joy_name: String, joy_guid: String) -> void:
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# Make the GUID clickable (and point to Godot's game controller database for easier lookup).
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joypad_name.set_text("%s\n[color=#fff9][url=https://github.com/godotengine/godot/blob/master/core/input/gamecontrollerdb.txt]%s[/url][/color]" % [joy_name, joy_guid])
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# Make the rest of the UI appear as enabled.
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for node: CanvasItem in [$JoypadDiagram, $Axes, $Buttons, $Vibration, $VBoxContainer]:
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node.modulate.a = 1.0
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func clear_joypad_name() -> void:
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joypad_name.set_text("[i]No controller detected at ID %d.[/i]" % joypad_number.value)
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# Make the rest of the UI appear as disabled.
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for node: CanvasItem in [$JoypadDiagram, $Axes, $Buttons, $Vibration, $VBoxContainer]:
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node.modulate.a = 0.5
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