Implement game controller support and add keybindings for gamepad input

This commit is contained in:
2026-05-07 17:50:07 +02:00
parent 9421d8d47c
commit 486fea38e7
4 changed files with 367 additions and 45 deletions
+245 -34
View File
@@ -1,44 +1,255 @@
# This file contains the Controls class, which is responsible for handling user input.
# The key_pressed method is called when a key is pressed, and it contains the logic for handling different key presses.
import random
import os
import json
import os
from pathlib import Path
import yaml
from runtime_paths import resolve_bundle_path
bindings = {}
json_bindings_path = resolve_bundle_path("conf/keybindings.json")
yaml_bindings_path = resolve_bundle_path("conf/keybindings.yaml")
if os.path.exists(json_bindings_path):
with open(json_bindings_path, "r") as f:
bindings = json.load(f)
else:
import yaml
# read yaml config file
with open(yaml_bindings_path, "r") as f:
bindings = yaml.safe_load(f)
class KeyBindings:
def trigger(self, action):
#print(f"Triggering action: {action}")
# Check if the action is in the bindings
if action in bindings[f"keybinding_{self.game_status}"]:
value = bindings[f"keybinding_{self.game_status}"][action]
# Call the corresponding method
if value:
#print(f"Calling method: {value}")
if "|" in value:
method_name, *args = value.split("|")
method = getattr(self, method_name)
method(*args)
else:
getattr(self, value)()
#else:
#print(f"Action {action} not found in keybindings for {self.game_status}")
DEFAULT_KEYBINDINGS_PROFILE = "pc"
KEYBINDINGS_FILE_ENV = "MICE_KEYBINDINGS_FILE"
KEYBINDINGS_PROFILE_ENV = "MICE_KEYBINDINGS_PROFILE"
def _normalize_profile_name(profile_name):
if not profile_name:
return None
return profile_name.strip().lower().replace("-", "_")
def _read_text_hint(path_like):
path = Path(path_like)
if not path.exists():
return ""
try:
value = path.read_bytes().replace(b"\x00", b" ").decode("utf-8", errors="ignore")
except OSError:
return ""
return " ".join(value.split())
def _load_bindings_from_file(path):
with path.open("r", encoding="utf-8") as handle:
if path.suffix.lower() == ".json":
data = json.load(handle)
elif path.suffix.lower() in {".yaml", ".yml"}:
data = yaml.safe_load(handle) or {}
else:
raise ValueError(f"Unsupported keybindings format: {path.suffix}")
if not isinstance(data, dict):
raise ValueError(f"Keybindings file must contain a mapping: {path}")
return data
def _profile_candidates(profile_name):
profile = _normalize_profile_name(profile_name)
if not profile:
return []
conf_dir = resolve_bundle_path("conf")
candidates = [
conf_dir / f"keybindings_{profile}.json",
conf_dir / f"keybindings_{profile}.yaml",
conf_dir / f"keybindings_{profile}.yml",
]
if profile == DEFAULT_KEYBINDINGS_PROFILE:
candidates.extend([
conf_dir / "keybindings.json",
conf_dir / "keybindings.yaml",
conf_dir / "keybindings.yml",
])
unique_candidates = []
seen = set()
for candidate in candidates:
candidate_str = str(candidate)
if candidate_str in seen:
continue
seen.add(candidate_str)
unique_candidates.append(candidate)
return unique_candidates
def _detect_linux_hardware_profile():
hints = []
for path_like in [
"/proc/device-tree/model",
"/sys/firmware/devicetree/base/model",
"/sys/devices/virtual/dmi/id/sys_vendor",
"/sys/devices/virtual/dmi/id/product_name",
"/sys/devices/virtual/dmi/id/product_version",
"/tmp/sysinfo/model",
]:
hint = _read_text_hint(path_like)
if hint:
hints.append(hint)
combined = " ".join(hints).casefold()
if not combined:
return None, None
hardware_profiles = {
"r36s": ("r36s",),
"rg40xx": ("rg40xx", "anbernic rg40xx", "rg40xx h"),
}
for profile, tokens in hardware_profiles.items():
if any(token in combined for token in tokens):
return profile, "; ".join(hints)
return None, None
def _detect_runtime_profile(render_engine):
if render_engine is None:
return None, None
device_kind = getattr(render_engine, "input_device_kind", None)
device_name = (getattr(render_engine, "input_device_name", "") or "").casefold()
if device_kind == "gamecontroller":
return "gamepad", device_name or "SDL GameController"
if device_kind == "joystick":
if "r36s" in device_name:
return "r36s", device_name
if "rg40xx" in device_name:
return "rg40xx", device_name
return None, None
def resolve_keybindings(preferred_profile=None, preferred_file=None, render_engine=None):
explicit_file = preferred_file or os.environ.get(KEYBINDINGS_FILE_ENV)
if explicit_file:
path = resolve_bundle_path(explicit_file)
if path.exists():
explicit_profile = path.stem
if explicit_profile.startswith("keybindings_"):
explicit_profile = explicit_profile[len("keybindings_"):]
return _load_bindings_from_file(path), path, explicit_profile, KEYBINDINGS_FILE_ENV
print(f"[input] requested keybindings file not found: {path}")
profiles_to_try = []
seen_profiles = set()
def add_profile(profile_name, reason):
profile = _normalize_profile_name(profile_name)
if not profile or profile in seen_profiles:
return
#print(f"Action {action} not found in keybindings for {self.game_status}")
seen_profiles.add(profile)
profiles_to_try.append((profile, reason))
add_profile(os.environ.get(KEYBINDINGS_PROFILE_ENV), KEYBINDINGS_PROFILE_ENV)
add_profile(preferred_profile, "profile_setting")
hardware_profile, hardware_reason = _detect_linux_hardware_profile()
if hardware_profile:
add_profile(hardware_profile, f"hardware:{hardware_reason}")
runtime_profile, runtime_reason = _detect_runtime_profile(render_engine)
if runtime_profile:
add_profile(runtime_profile, f"runtime:{runtime_reason}")
add_profile(DEFAULT_KEYBINDINGS_PROFILE, "default")
errors = []
for profile, reason in profiles_to_try:
for candidate in _profile_candidates(profile):
if not candidate.exists():
continue
try:
bindings = _load_bindings_from_file(candidate)
return bindings, candidate, profile, reason
except (OSError, ValueError, json.JSONDecodeError, yaml.YAMLError) as exc:
errors.append(f"{candidate}: {exc}")
if errors:
raise RuntimeError("Failed to load keybindings:\n" + "\n".join(errors))
raise FileNotFoundError("No keybindings configuration could be resolved")
class KeyBindings:
def initialize_keybindings(self):
preferred_profile = None
preferred_file = None
if hasattr(self, "profile_integration") and self.profile_integration:
preferred_profile = self.profile_integration.get_setting("keybindings_profile")
preferred_file = self.profile_integration.get_setting("keybindings_file")
bindings, source_path, profile_name, reason = resolve_keybindings(
preferred_profile=preferred_profile,
preferred_file=preferred_file,
render_engine=getattr(self, "render_engine", None),
)
self.bindings = self._validate_bindings(bindings, source_path)
self.keybindings_profile = profile_name
self.keybindings_source = str(source_path)
self.keybindings_reason = reason
print(
f"[input] keybindings profile={profile_name} source={source_path.name} reason={reason}"
)
def _validate_bindings(self, bindings, source_path):
validated = {}
invalid_bindings = 0
for section_name, action_map in bindings.items():
if not isinstance(action_map, dict):
print(f"[input] ignoring invalid section {section_name!r} in {source_path}")
continue
validated[section_name] = {}
for action, value in action_map.items():
if not value:
continue
method_name = value.split("|", 1)[0]
method = getattr(self, method_name, None)
if callable(method):
validated[section_name][action] = value
continue
invalid_bindings += 1
print(
f"[input] ignoring binding {section_name}.{action} -> {value}: "
f"missing method {method_name}"
)
if invalid_bindings:
print(f"[input] discarded {invalid_bindings} invalid binding(s) from {source_path.name}")
return validated
def trigger(self, action):
if not hasattr(self, "bindings"):
self.initialize_keybindings()
value = self.bindings.get(f"keybinding_{self.game_status}", {}).get(action)
if not value:
return None
if "|" in value:
method_name, *args = value.split("|")
method = getattr(self, method_name, None)
if callable(method):
method(*args)
return None
method = getattr(self, value, None)
if callable(method):
method()
return None
def spawn_new_bomb(self):
+94 -11
View File
@@ -12,6 +12,36 @@ from PIL import Image
from runtime_paths import resolve_bundle_path
CONTROLLER_BUTTON_NAMES = {
sdl2.SDL_CONTROLLER_BUTTON_A: "a",
sdl2.SDL_CONTROLLER_BUTTON_B: "b",
sdl2.SDL_CONTROLLER_BUTTON_X: "x",
sdl2.SDL_CONTROLLER_BUTTON_Y: "y",
sdl2.SDL_CONTROLLER_BUTTON_BACK: "back",
sdl2.SDL_CONTROLLER_BUTTON_GUIDE: "guide",
sdl2.SDL_CONTROLLER_BUTTON_START: "start",
sdl2.SDL_CONTROLLER_BUTTON_LEFTSTICK: "leftstick",
sdl2.SDL_CONTROLLER_BUTTON_RIGHTSTICK: "rightstick",
sdl2.SDL_CONTROLLER_BUTTON_LEFTSHOULDER: "leftshoulder",
sdl2.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: "rightshoulder",
sdl2.SDL_CONTROLLER_BUTTON_DPAD_UP: "dpad_up",
sdl2.SDL_CONTROLLER_BUTTON_DPAD_DOWN: "dpad_down",
sdl2.SDL_CONTROLLER_BUTTON_DPAD_LEFT: "dpad_left",
sdl2.SDL_CONTROLLER_BUTTON_DPAD_RIGHT: "dpad_right",
}
def _decode_sdl_string(value):
if not value:
return None
if isinstance(value, (bytes, bytearray)):
return bytes(value).decode("utf-8", errors="ignore")
try:
return value.decode("utf-8", errors="ignore")
except AttributeError:
return str(value)
class GameWindow:
def __init__(self, width, height, cell_size, title="Default", key_callback=None):
# Display configuration
@@ -76,6 +106,10 @@ class GameWindow:
self.trigger = key_callback
self.button_cursor = [0, 0]
self.buttons = {}
self.joystick = None
self.game_controller = None
self.input_device_kind = "keyboard"
self.input_device_name = None
# Audio system initialization
self._init_audio_system()
@@ -412,9 +446,43 @@ class GameWindow:
# ======================
def load_joystick(self):
"""Initialize joystick support"""
sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK)
sdl2.SDL_JoystickOpen(0)
"""Initialize joystick and game controller support."""
sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK | sdl2.SDL_INIT_GAMECONTROLLER)
sdl2.SDL_JoystickEventState(sdl2.SDL_ENABLE)
if hasattr(sdl2, "SDL_GameControllerEventState"):
sdl2.SDL_GameControllerEventState(sdl2.SDL_ENABLE)
num_joysticks = sdl2.SDL_NumJoysticks()
if num_joysticks < 1:
print("[input] no joystick detected")
return
for device_index in range(num_joysticks):
if hasattr(sdl2, "SDL_IsGameController") and sdl2.SDL_IsGameController(device_index):
controller = sdl2.SDL_GameControllerOpen(device_index)
if controller:
self.game_controller = controller
self.input_device_kind = "gamecontroller"
self.input_device_name = _decode_sdl_string(
sdl2.SDL_GameControllerName(controller)
)
print(f"[input] game controller detected: {self.input_device_name}")
return
self.joystick = sdl2.SDL_JoystickOpen(0)
if self.joystick:
self.input_device_kind = "joystick"
self.input_device_name = _decode_sdl_string(sdl2.SDL_JoystickName(self.joystick))
print(f"[input] raw joystick detected: {self.input_device_name}")
def get_input_device_summary(self):
return {
"kind": self.input_device_kind,
"name": self.input_device_name,
}
def _controller_button_name(self, button):
return CONTROLLER_BUTTON_NAMES.get(button, str(button))
# ======================
# MAIN GAME LOOP
@@ -456,15 +524,24 @@ class GameWindow:
elif event.type == sdl2.SDL_MOUSEMOTION:
self.trigger(f"mousemove_{event.motion.x}, {event.motion.y}")
elif event.type == sdl2.SDL_JOYBUTTONDOWN:
key = event.jbutton.button
self.trigger(f"joybuttondown_{key}")
if self.game_controller is None:
key = event.jbutton.button
self.trigger(f"joybuttondown_{key}")
elif event.type == sdl2.SDL_JOYBUTTONUP:
key = event.jbutton.button
self.trigger(f"joybuttonup_{key}")
if self.game_controller is None:
key = event.jbutton.button
self.trigger(f"joybuttonup_{key}")
elif event.type == sdl2.SDL_JOYHATMOTION:
hat = event.jhat.hat
value = event.jhat.value
self.trigger(f"joyhatmotion_{hat}_{value}")
if self.game_controller is None:
hat = event.jhat.hat
value = event.jhat.value
self.trigger(f"joyhatmotion_{hat}_{value}")
elif hasattr(sdl2, "SDL_CONTROLLERBUTTONDOWN") and event.type == sdl2.SDL_CONTROLLERBUTTONDOWN:
button_name = self._controller_button_name(event.cbutton.button)
self.trigger(f"controllerbuttondown_{button_name}")
elif hasattr(sdl2, "SDL_CONTROLLERBUTTONUP") and event.type == sdl2.SDL_CONTROLLERBUTTONUP:
button_name = self._controller_button_name(event.cbutton.button)
self.trigger(f"controllerbuttonup_{button_name}")
@@ -537,7 +614,7 @@ class GameWindow:
if event.type == sdl2.SDL_QUIT:
self.running = False
return
elif event.type in (sdl2.SDL_KEYDOWN, sdl2.SDL_JOYBUTTONDOWN):
elif event.type in (sdl2.SDL_KEYDOWN, sdl2.SDL_JOYBUTTONDOWN, sdl2.SDL_CONTROLLERBUTTONDOWN):
skipped = True
if skipped:
@@ -645,6 +722,12 @@ class GameWindow:
def close(self):
"""Close the game window and cleanup"""
if self.game_controller:
sdl2.SDL_GameControllerClose(self.game_controller)
self.game_controller = None
if self.joystick:
sdl2.SDL_JoystickClose(self.joystick)
self.joystick = None
self.running = False
sdl2.ext.quit()