from pyglet import event
if sys.platform == 'linux2':
from select import select
JS_EVENT_BUTTON = 0x01 #/* button pressed/released */
JS_EVENT_AXIS = 0x02 #/* joystick moved */
JS_EVENT_INIT = 0x80 #/* initial state of device */
JS_EVENT = "IhBB"
JS_EVENT_SIZE = struct.calcsize(JS_EVENT)
def __init__(self, device_number):
device = '/dev/input/js%s' % device_number
self.dev = open('/dev/input/js0')
r,w,e = select([self.dev],,, 0)
if self.dev not in r: return
evt = self.dev.read(self.JS_EVENT_SIZE)
time, value, type, number = struct.unpack(self.JS_EVENT, evt)
evt = type & ~self.JS_EVENT_INIT
if evt == self.JS_EVENT_AXIS:
self.dispatch_event('on_axis', number, value)
elif evt == self.JS_EVENT_BUTTON:
self.dispatch_event('on_button', number, value==1)
def on_axis(self, axis, value):
def on_button(self, button, pressed):
raise ImportError('Platform not supported (%s)' % sys.platform)
if __name__ == "__main__":
j = Joystick(0)
def on_button(button, pressed):
print 'button', button, pressed
def on_axis(axis, value):
print 'axis', axis, value
Friday, February 01, 2008
Pyglet + Joystick
I've written a pygletified Joystick class. I'm not sure I'm using dispatch_events correctly, but it seems to work. With some more work it could support OSX and Win32.
So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...
I've been working on something new. I get a lot of projects where I have to add multiuser functionality. Finally I've made the jump ...
Some favourite quotes from Ron Jeffries, one of the three founders of the Extreme Programming software development methodology... Often yo...
I've been investigating and learning Go . There is a lot of high quality tools out there, for example: - xo generates types and funct...
The NetworkManager instantiates a Player prefab. This is your Player Object. In a two player game, your GameObjects exist conceptually in ...
As part of my quest to create amazing procedural spacecraft, I made a greebling tool for Unity. Here are the before and after screengrabs. ...
I use the var keyword everywhere. Someone told me today that this is a bad practice, because "sometimes you can't tell what type it...
When you start working with threads in your Unity3D project, you will discover that many things need to be done in the main loop. For exampl...
In my efforts to write a malloc-free network library for Unity3D, I discovered that BinaryReader and BinaryWriter perform malloc operations ...