pyglet.input
Joystick, Game Controller, Tablet and USB HID device support.
This module provides a unified interface to almost any input device, besides
the regular mouse and keyboard support provided by
Window
. At the lowest
level, get_devices()
can be used to retrieve a list of all supported
devices, including joysticks, tablets, game controllers, wheels, pedals, remote
controls, keyboards and mice. The set of returned devices varies greatly
depending on the operating system (and, of course, what’s plugged in).
At this level pyglet does not try to interpret what a particular device is,
merely what controls it provides. A Control
can be either a button,
whose value is either True
or False
, or a relative or absolute-valued
axis, whose value is a float. Sometimes the name of a control can be provided
(for example, x
, representing the horizontal axis of a joystick), but often
not. In these cases the device API may still be useful – the user will have
to be asked to press each button in turn or move each axis separately to
identify them.
Higher-level interfaces are provided for joysticks, game controllers, tablets and the Apple remote control. These devices can usually be identified by pyglet positively, and a base level of functionality for each one provided through a common interface.
To use an input device:
Call
get_devices()
,get_apple_remote()
,get_controllers()
orget_joysticks()
to retrieve and identify the device.For low-level devices (retrieved by
get_devices()
), query the devices list of controls and determine which ones you are interested in. For high-level interfaces the set of controls is provided by the interface.Optionally attach event handlers to controls on the device. For high-level interfaces, additional events are available.
Call
Device.open()
to begin receiving events on the device. You can begin querying the control values after this time; they will be updated asynchronously.Call
Device.close()
when you are finished with the device (not needed if your application quits at this time).
To use a tablet, follow the procedure above using get_tablets()
, but
note that no control list is available; instead, calling Tablet.open()
returns a TabletCanvas
onto which you should set your event
handlers.
For game controllers, the ControllerManager
is available. This
provides a convenient way to handle hot-plugging of controllers.
New in version 1.2.
Classes
- class ControllerManager
High level interface for managing game Controllers.
This class provides a convenient way to handle the connection and disconnection of devices. A list of all connected Controllers can be queried at any time with the get_controllers method. For hot-plugging, events are dispatched for on_connect and on_disconnect. To use the ControllerManager, first make an instance:
controller_man = pyglet.input.ControllerManager()
At the start of your game, query for any Controllers that are already connected:
controllers = controller_man.get_controllers()
To handle Controllers that are connected or disconnected after the start of your game, register handlers for the appropriate events:
@controller_man.event def on_connect(controller): # code to handle newly connected # (or re-connected) controllers controller.open() print("Connect:", controller) @controller_man.event def on_disconnect(controller): # code to handle disconnected Controller print("Disconnect:", controller)
New in version 2.0.
Methods
- get_controllers() list[pyglet.input.base.Controller]
Get a list of all connected Controllers
- Return type:
Events
- on_connect(controller) Controller
A Controller has been connected. If this is a previously dissconnected Controller that is being re-connected, the same Controller instance will be returned.
- Return type:
- on_disconnect(controller) Controller
A Controller has been disconnected.
- Return type:
- __init__()
- __new__(**kwargs)
- class Device
Bases:
object
Low level input device.
- get_controls() list[pyglet.input.base.Control]
Get a list of controls provided by the device.
- get_guid() str
Get the device GUID, in SDL2 format.
Return a str containing a unique device identification string. This is generated from the hardware identifiers, and is in the same format as was popularized by SDL2. GUIDs differ between platforms, but are generally 32 hexidecimal characters.
- Return type:
- open( ) None
Open the device to begin receiving input from it.
- Parameters:
- Raises:
DeviceOpenException – If the device cannot be opened in exclusive mode, usually due to being opened exclusively by another application.
- Return type:
- class Control
Bases:
EventDispatcher
Single value input provided by a device.
A control’s value can be queried when the device is open. Event handlers can be attached to the control to be called when the value changes.
The
min
andmax
properties are provided as advertised by the device; in some cases the control’s value will be outside this range.Events
Attributes
- value
Current value of the control.
The range of the value is device-dependent; for absolute controls the range is given by
min
andmax
(however the value may exceed this range); for relative controls the range is undefined.
- __init__( )
Create a Control to receive input.
- Parameters:
name (
None
|str
) – The name of the control, orNone
if unknown.raw_name (
None
|str
) – Optional unmodified name of the control, as presented by the operating system; orNone
if unknown.inverted (
bool
) – IfTrue
, the value reported is actually inverted from what the device reported; usually this is to provide consistency across operating systems.
- __new__(**kwargs)
- class RelativeAxis
Bases:
Control
An axis whose value represents a relative change from the previous value.
This type of axis is used for controls that can scroll or move continuously, such as a scrolling or pointing input. The value is read as a delta change from the previous value.
- class AbsoluteAxis
Bases:
Control
An axis whose value represents the current measurement from the device.
This type of axis is used for controls that have minimum and maximum positions. The value is a range between the
min
andmax
.- __init__( )
Create a Control to receive input.
- Parameters:
name (
str
) – The name of the control, orNone
if unknown.raw_name (
None
|str
) – Optional unmodified name of the control, as presented by the operating system; orNone
if unknown.inverted (
bool
) – IfTrue
, the value reported is actually inverted from what the device reported; usually this is to provide consistency across operating systems.
- class Button
Bases:
Control
A control whose value is boolean.
Events
- on_press()
The button was pressed.
- on_release()
The button was released.
Attributes
- value
- __init__( )
Create a Control to receive input.
- Parameters:
name (
None
|str
) – The name of the control, orNone
if unknown.raw_name (
None
|str
) – Optional unmodified name of the control, as presented by the operating system; orNone
if unknown.inverted (
bool
) – IfTrue
, the value reported is actually inverted from what the device reported; usually this is to provide consistency across operating systems.
- __new__(**kwargs)
- class Controller
Bases:
EventDispatcher
High-level interface for Game Controllers.
Unlike Joysticks, Controllers have a strictly defined set of inputs that matches the layout of popular home video game console Controllers. This includes a variety of face and shoulder buttons, analog sticks and triggers, a directional pad, and optional rumble (force feedback) effects.
To use a Controller, you must first call
open
. Controllers will then dispatch various events whenever the inputs change. They can also be polled manually at any time to find the current value of any inputs. Analog stick inputs are normalized to the range [-1.0, 1.0], and triggers are normalized to the range [0.0, 1.0]. All other inputs are digital.Note: A running application event loop is required
- The following event types are dispatched:
on_button_press on_button_release on_stick_motion on_dpad_motion on_trigger_motion
Methods
Events
- on_stick_motion(
- controller: Controller,
- stick: str,
- vector: Vec2,
The value of a controller analogue stick changed.
- Parameters:
controller (
Controller
) – The controller whose analogue stick changed.stick (
str
) – The name of the stick that changed.vector (
Vec2
) – A 2D vector representing the stick position. Each individual axis will be normalized from [-1, 1],
- on_dpad_motion(
- controller: Controller,
- vector: Vec2,
The direction pad of the controller changed.
- Parameters:
controller (
Controller
) – The controller whose hat control changed.vector (
Vec2
) – A 2D vector, representing the dpad position. Each individual axis will be one of [-1, 0, 1].
- on_trigger_motion(
- controller: Controller,
- trigger: str,
- value: float,
The value of a controller analogue stick changed.
- Parameters:
controller (
Controller
) – The controller whose analogue stick changed.trigger (
str
) – The name of the trigger that changed.value (
float
) – The current value of the trigger, normalized to [0, 1].
- on_button_press(controller: Controller, button: str)
A button on the controller was pressed.
- Parameters:
controller (
Controller
) – The controller whose button was pressed.button (
str
) – The name of the button that was pressed.
- on_button_release(controller: Controller, button: str)
A button on the joystick was released.
- Parameters:
controller (
Controller
) – The controller whose button was released.button (
str
) – The name of the button that was released.
- type
The type, or family, of the Controller
This property uses a simple heuristic query to attempt to determine which general family the controller falls into. For example, the controller may have Ⓐ,Ⓑ,Ⓧ,Ⓨ, or ✕,○,□,△ labels on the face buttons. Using this information, you can choose to display matching button prompt images in your game. For example:
if controller.type == 'PS': a_glyph = 'ps_cross_button.png' b_glyph = 'ps_circle_button.png' ... elif controller.type == 'XB': a_glyph = 'ms_a_button.png' b_glyph = 'ms_b_button.png' ... else: ...
- Returns:
A string, currently one of “PS”, “XB”, or “GENERIC”.
- __init__(device: Device, mapping: dict)
Create a Controller instace mapped to a Device.
New in version 2.0.
- __new__(**kwargs)
- class Joystick
Bases:
EventDispatcher
High-level interface for joystick-like devices. This includes a wide range of analog and digital joysticks, gamepads, controllers, and possibly even steering wheels and other input devices. There is unfortunately no easy way to distinguish between most of these different device types.
For a simplified subset of Joysticks, see the
Controller
interface. This covers a variety of popular game console controllers. Unlike Joysticks, Controllers have strictly defined layouts and inputs.To use a joystick, first call open, then in your game loop examine the values of x, y, and so on. These values are normalized to the range [-1.0, 1.0].
To receive events when the value of an axis changes, attach an on_joyaxis_motion event handler to the joystick. The
Joystick
instance, axis name, and current value are passed as parameters to this event.To handle button events, you should attach on_joybutton_press and on_joy_button_release event handlers to the joystick. Both the
Joystick
instance and the index of the changed button are passed as parameters to these events.Alternately, you may attach event handlers to each individual button in button_controls to receive on_press or on_release events.
To use the hat switch, attach an on_joyhat_motion event handler to the joystick. The handler will be called with both the hat_x and hat_y values whenever the value of the hat switch changes.
The device name can be queried to get the name of the joystick.
Methods
Events
- on_joyaxis_motion( )
The value of a joystick axis changed.
- on_joyhat_motion( )
The value of the joystick hat switch changed.
- __init__(device)
- __new__(**kwargs)
- class AppleRemote
Bases:
EventDispatcher
High-level interface for Apple remote control.
This interface provides access to the 6 button controls on the remote. Pressing and holding certain buttons on the remote is interpreted as a separate control.
Methods
- close()
Close the device. See Device.close.
Events
- on_button_press(button: str)
A button on the remote was pressed.
Only the ‘up’ and ‘down’ buttons will generate an event when the button is first pressed. All other buttons on the remote will wait until the button is released and then send both the press and release events at the same time.
- Parameters:
button (
str
) – The name of the button that was pressed. The valid names are ‘up’, ‘down’, ‘left’, ‘right’, ‘left_hold’, ‘right_hold’, ‘menu’, ‘menu_hold’, ‘select’, and ‘select_hold’
- on_button_release(button: str)
A button on the remote was released.
The ‘select_hold’ and ‘menu_hold’ button release events are sent immediately after the corresponding press events regardless of whether the user has released the button.
- Parameters:
button (
str
) – The name of the button that was released. The valid names are ‘up’, ‘down’, ‘left’, ‘right’, ‘left_hold’, ‘right_hold’, ‘menu’, ‘menu_hold’, ‘select’, and ‘select_hold’
- __init__(device)
- __new__(**kwargs)
- class Tablet
High-level interface to tablet devices.
Unlike other devices, tablets must be opened for a specific window, and cannot be opened exclusively. The open method returns a TabletCanvas object, which supports the events provided by the tablet.
Currently only one tablet device can be used, though it can be opened on multiple windows. If more than one tablet is connected, the behaviour is undefined.
- __init__()
- __new__(**kwargs)
Functions
- get_apple_remote(display: Display | None = None) AppleRemote | None
Get the Apple remote control device, if it exists.
The Apple remote is the small white 6-button remote control that accompanies most recent Apple desktops and laptops. The remote can only be used with Mac OS X.
- Parameters:
- Return type:
- get_devices( ) list[pyglet.input.base.Device]
Get a list of all attached input devices.
- get_controllers( ) list[pyglet.input.base.Controller]
Get a list of attached controllers.
- get_joysticks( ) list[pyglet.input.base.Joystick]
Get a list of attached joysticks.
- get_tablets( ) list[pyglet.input.base.Tablet]
Get a list of tablets.
This function may return a valid tablet device even if one is not attached (for example, it is not possible on Mac OS X to determine if a tablet device is connected). Despite returning a list of tablets, pyglet does not currently support multiple tablets, and the behaviour is undefined if more than one is attached.
Exceptions
- class DeviceException
- class DeviceOpenException
- class DeviceExclusiveException