Source code for bauiv1lib.settings.gamepad

# Released under the MIT License. See LICENSE for details.
#
# pylint: disable=too-many-lines
"""Settings UI functionality related to gamepads."""

from __future__ import annotations

import logging
from typing import TYPE_CHECKING, override

from bauiv1lib.popup import PopupMenuWindow
import bascenev1 as bs
import bauiv1 as bui

if TYPE_CHECKING:
    from typing import Any, Callable

    from bauiv1lib.popup import PopupWindow


[docs] class GamepadSettingsWindow(bui.MainWindow): """Window for configuring a gamepad.""" # pylint: disable=too-many-public-methods def __init__( self, inputdevice: bs.InputDevice, *, modal: bool = False, transition: str | None = 'in_right', transition_out: str = 'out_right', origin_widget: bui.Widget | None = None, settings: dict | None = None, ): self._inputdevice = inputdevice # If our input-device went away, just return an empty zombie. if not self._inputdevice: return self._name = self._inputdevice.name self._r = 'configGamepadWindow' self._transition_out = transition_out # We're a secondary gamepad if supplied with settings. self._is_secondary = settings is not None self._ext = '_B' if self._is_secondary else '' self._modal = modal self._displayname = self._name self._width = 700 if self._is_secondary else 730 self._height = 440 if self._is_secondary else 450 self._spacing = 40 assert bui.app.classic is not None uiscale = bui.app.ui_v1.uiscale super().__init__( root_widget=bui.containerwidget( size=(self._width, self._height), scale=( 1.4 if uiscale is bui.UIScale.SMALL else 1.3 if uiscale is bui.UIScale.MEDIUM else 1.0 ), stack_offset=( (0, -10) if uiscale is bui.UIScale.SMALL else (0, 0) ), ), transition=transition, origin_widget=origin_widget, ) self._settings: dict[str, int] = {} if not self._is_secondary: self._get_config_mapping() # Don't ask to config joysticks while we're in here. self._rebuild_ui()
[docs] @override def get_main_window_state(self) -> bui.MainWindowState: # Support recreating our window for back/refresh purposes. cls = type(self) # Pull stuff out of self here; if we do it in the lambda we keep # self alive which we don't want. assert not self._is_secondary assert not self._modal inputdevice = self._inputdevice return bui.BasicMainWindowState( create_call=lambda transition, origin_widget: cls( inputdevice=inputdevice, transition=transition, origin_widget=origin_widget, ) )
def _get_config_mapping(self, default: bool = False) -> None: for button in [ 'buttonJump', 'buttonJump_B', 'buttonPunch', 'buttonPunch_B', 'buttonBomb', 'buttonBomb_B', 'buttonPickUp', 'buttonPickUp_B', 'buttonStart', 'buttonStart_B', 'buttonStart2', 'buttonStart2_B', 'buttonUp', 'buttonUp_B', 'buttonDown', 'buttonDown_B', 'buttonLeft', 'buttonLeft_B', 'buttonRight', 'buttonRight_B', 'buttonRun1', 'buttonRun1_B', 'buttonRun2', 'buttonRun2_B', 'triggerRun1', 'triggerRun1_B', 'triggerRun2', 'triggerRun2_B', 'buttonIgnored', 'buttonIgnored_B', 'buttonIgnored2', 'buttonIgnored2_B', 'buttonIgnored3', 'buttonIgnored3_B', 'buttonIgnored4', 'buttonIgnored4_B', 'buttonVRReorient', 'buttonVRReorient_B', 'analogStickDeadZone', 'analogStickDeadZone_B', 'dpad', 'dpad_B', 'unassignedButtonsRun', 'unassignedButtonsRun_B', 'startButtonActivatesDefaultWidget', 'startButtonActivatesDefaultWidget_B', 'uiOnly', 'uiOnly_B', 'ignoreCompletely', 'ignoreCompletely_B', 'autoRecalibrateAnalogStick', 'autoRecalibrateAnalogStick_B', 'analogStickLR', 'analogStickLR_B', 'analogStickUD', 'analogStickUD_B', 'enableSecondary', ]: assert bui.app.classic is not None val = bui.app.classic.get_input_device_mapped_value( self._inputdevice, button, default ) if val != -1: self._settings[button] = val def _rebuild_ui(self, is_reset: bool = False) -> None: # pylint: disable=too-many-statements assert bui.app.classic is not None # Clear existing UI. for widget in self._root_widget.get_children(): widget.delete() self._textwidgets: dict[str, bui.Widget] = {} back_button: bui.Widget | None if self._is_secondary: back_button = bui.buttonwidget( parent=self._root_widget, position=(self._width - 180, self._height - 65), autoselect=True, size=(160, 60), label=bui.Lstr(resource='doneText'), scale=0.9, on_activate_call=self._save, ) bui.containerwidget( edit=self._root_widget, start_button=back_button, on_cancel_call=back_button.activate, ) cancel_button = None else: cancel_button = bui.buttonwidget( parent=self._root_widget, position=(51, self._height - 65), autoselect=True, size=(160, 60), label=bui.Lstr(resource='cancelText'), scale=0.9, on_activate_call=self._cancel, ) bui.containerwidget( edit=self._root_widget, cancel_button=cancel_button ) save_button: bui.Widget | None if not self._is_secondary: save_button = bui.buttonwidget( parent=self._root_widget, position=(self._width - 195, self._height - 65), size=(180, 60), autoselect=True, label=bui.Lstr(resource='saveText'), scale=0.9, on_activate_call=self._save, ) bui.containerwidget( edit=self._root_widget, start_button=save_button ) else: save_button = None if not self._is_secondary: v = self._height - 59 bui.textwidget( parent=self._root_widget, position=(0, v + 5), size=(self._width, 25), text=bui.Lstr(resource=f'{self._r}.titleText'), color=bui.app.ui_v1.title_color, maxwidth=310, h_align='center', v_align='center', ) v -= 48 bui.textwidget( parent=self._root_widget, position=(0, v + 3), size=(self._width, 25), text=self._name, color=bui.app.ui_v1.infotextcolor, maxwidth=self._width * 0.9, h_align='center', v_align='center', ) v -= self._spacing * 1 bui.textwidget( parent=self._root_widget, position=(50, v + 10), size=(self._width - 100, 30), text=bui.Lstr(resource=f'{self._r}.appliesToAllText'), maxwidth=330, scale=0.65, color=(0.5, 0.6, 0.5, 1.0), h_align='center', v_align='center', ) v -= 70 self._enable_check_box = None else: v = self._height - 49 bui.textwidget( parent=self._root_widget, position=(0, v + 5), size=(self._width, 25), text=bui.Lstr(resource=f'{self._r}.secondaryText'), color=bui.app.ui_v1.title_color, maxwidth=300, h_align='center', v_align='center', ) v -= self._spacing * 1 bui.textwidget( parent=self._root_widget, position=(50, v + 10), size=(self._width - 100, 30), text=bui.Lstr(resource=f'{self._r}.secondHalfText'), maxwidth=300, scale=0.65, color=(0.6, 0.8, 0.6, 1.0), h_align='center', ) self._enable_check_box = bui.checkboxwidget( parent=self._root_widget, position=(self._width * 0.5 - 80, v - 73), value=self.get_enable_secondary_value(), autoselect=True, on_value_change_call=self._enable_check_box_changed, size=(200, 30), text=bui.Lstr(resource=f'{self._r}.secondaryEnableText'), scale=1.2, ) v = self._height - 205 h_offs = 160 dist = 70 d_color = (0.4, 0.4, 0.8) sclx = 1.2 scly = 0.98 dpm = bui.Lstr(resource=f'{self._r}.pressAnyButtonOrDpadText') dpm2 = bui.Lstr(resource=f'{self._r}.ifNothingHappensTryAnalogText') self._capture_button( pos=(h_offs, v + scly * dist), color=d_color, button='buttonUp' + self._ext, texture=bui.gettexture('upButton'), scale=1.0, message=dpm, message2=dpm2, ) self._capture_button( pos=(h_offs - sclx * dist, v), color=d_color, button='buttonLeft' + self._ext, texture=bui.gettexture('leftButton'), scale=1.0, message=dpm, message2=dpm2, ) self._capture_button( pos=(h_offs + sclx * dist, v), color=d_color, button='buttonRight' + self._ext, texture=bui.gettexture('rightButton'), scale=1.0, message=dpm, message2=dpm2, ) self._capture_button( pos=(h_offs, v - scly * dist), color=d_color, button='buttonDown' + self._ext, texture=bui.gettexture('downButton'), scale=1.0, message=dpm, message2=dpm2, ) dpm3 = bui.Lstr(resource=f'{self._r}.ifNothingHappensTryDpadText') self._capture_button( pos=(h_offs + 130, v - 125), color=(0.4, 0.4, 0.6), button='analogStickLR' + self._ext, maxwidth=140, texture=bui.gettexture('analogStick'), scale=1.2, message=bui.Lstr(resource=f'{self._r}.pressLeftRightText'), message2=dpm3, ) self._capture_button( pos=(self._width * 0.5, v), color=(0.4, 0.4, 0.6), button='buttonStart' + self._ext, texture=bui.gettexture('startButton'), scale=0.7, ) h_offs = self._width - 160 self._capture_button( pos=(h_offs, v + scly * dist), color=(0.6, 0.4, 0.8), button='buttonPickUp' + self._ext, texture=bui.gettexture('buttonPickUp'), scale=1.0, ) self._capture_button( pos=(h_offs - sclx * dist, v), color=(0.7, 0.5, 0.1), button='buttonPunch' + self._ext, texture=bui.gettexture('buttonPunch'), scale=1.0, ) self._capture_button( pos=(h_offs + sclx * dist, v), color=(0.5, 0.2, 0.1), button='buttonBomb' + self._ext, texture=bui.gettexture('buttonBomb'), scale=1.0, ) self._capture_button( pos=(h_offs, v - scly * dist), color=(0.2, 0.5, 0.2), button='buttonJump' + self._ext, texture=bui.gettexture('buttonJump'), scale=1.0, ) self._more_button = bui.buttonwidget( parent=self._root_widget, autoselect=True, label='...', text_scale=0.9, color=(0.45, 0.4, 0.5), textcolor=(0.65, 0.6, 0.7), position=(self._width - 300, 30), size=(130, 40), on_activate_call=self._do_more, ) try: if cancel_button is not None and save_button is not None: bui.widget(edit=cancel_button, right_widget=save_button) bui.widget(edit=save_button, left_widget=cancel_button) if is_reset: bui.containerwidget( edit=self._root_widget, selected_child=self._more_button, ) except Exception: logging.exception('Error wiring up gamepad config window.')
[docs] def get_r(self) -> str: """(internal)""" return self._r
[docs] def get_advanced_button(self) -> bui.Widget: """(internal)""" return self._more_button
[docs] def get_is_secondary(self) -> bool: """(internal)""" return self._is_secondary
[docs] def get_settings(self) -> dict[str, Any]: """(internal)""" assert self._settings is not None return self._settings
[docs] def get_ext(self) -> str: """(internal)""" return self._ext
[docs] def get_input(self) -> bs.InputDevice: """(internal)""" return self._inputdevice
def _do_advanced(self) -> None: # pylint: disable=cyclic-import from bauiv1lib.settings import gamepadadvanced gamepadadvanced.GamepadAdvancedSettingsWindow(self) def _enable_check_box_changed(self, value: bool) -> None: assert self._settings is not None if value: self._settings['enableSecondary'] = 1 else: # Just clear since this is default. if 'enableSecondary' in self._settings: del self._settings['enableSecondary']
[docs] def get_unassigned_buttons_run_value(self) -> bool: """(internal)""" assert self._settings is not None val = self._settings.get('unassignedButtonsRun', True) assert isinstance(val, bool) return val
[docs] def set_unassigned_buttons_run_value(self, value: bool) -> None: """(internal)""" assert self._settings is not None if value: if 'unassignedButtonsRun' in self._settings: # Clear since this is default. del self._settings['unassignedButtonsRun'] return self._settings['unassignedButtonsRun'] = False
[docs] def get_start_button_activates_default_widget_value(self) -> bool: """(internal)""" assert self._settings is not None val = self._settings.get('startButtonActivatesDefaultWidget', True) assert isinstance(val, bool) return val
[docs] def set_start_button_activates_default_widget_value( self, value: bool ) -> None: """(internal)""" assert self._settings is not None if value: if 'startButtonActivatesDefaultWidget' in self._settings: # Clear since this is default. del self._settings['startButtonActivatesDefaultWidget'] return self._settings['startButtonActivatesDefaultWidget'] = False
[docs] def get_ui_only_value(self) -> bool: """(internal)""" assert self._settings is not None val = self._settings.get('uiOnly', False) assert isinstance(val, bool) return val
[docs] def set_ui_only_value(self, value: bool) -> None: """(internal)""" assert self._settings is not None if not value: if 'uiOnly' in self._settings: # Clear since this is default. del self._settings['uiOnly'] return self._settings['uiOnly'] = True
[docs] def get_ignore_completely_value(self) -> bool: """(internal)""" assert self._settings is not None val = self._settings.get('ignoreCompletely', False) assert isinstance(val, bool) return val
[docs] def set_ignore_completely_value(self, value: bool) -> None: """(internal)""" assert self._settings is not None if not value: if 'ignoreCompletely' in self._settings: # Clear since this is default. del self._settings['ignoreCompletely'] return self._settings['ignoreCompletely'] = True
[docs] def get_auto_recalibrate_analog_stick_value(self) -> bool: """(internal)""" assert self._settings is not None val = self._settings.get('autoRecalibrateAnalogStick', False) assert isinstance(val, bool) return val
[docs] def set_auto_recalibrate_analog_stick_value(self, value: bool) -> None: """(internal)""" assert self._settings is not None if not value: if 'autoRecalibrateAnalogStick' in self._settings: # Clear since this is default. del self._settings['autoRecalibrateAnalogStick'] else: self._settings['autoRecalibrateAnalogStick'] = True
[docs] def get_enable_secondary_value(self) -> bool: """(internal)""" assert self._settings is not None if not self._is_secondary: raise RuntimeError('Enable value only applies to secondary editor.') val = self._settings.get('enableSecondary', False) assert isinstance(val, bool) return val
[docs] def show_secondary_editor(self) -> None: """(internal)""" GamepadSettingsWindow( self._inputdevice, modal=True, settings=self._settings, transition='in_scale', transition_out='out_scale', )
[docs] def get_control_value_name(self, control: str) -> str | bui.Lstr: """(internal)""" # pylint: disable=too-many-return-statements assert self._settings is not None if control == 'analogStickLR' + self._ext: # This actually shows both LR and UD. sval1 = ( self._settings['analogStickLR' + self._ext] if 'analogStickLR' + self._ext in self._settings else 5 if self._is_secondary else None ) sval2 = ( self._settings['analogStickUD' + self._ext] if 'analogStickUD' + self._ext in self._settings else 6 if self._is_secondary else None ) assert isinstance(sval1, (int, type(None))) assert isinstance(sval2, (int, type(None))) if sval1 is not None and sval2 is not None: return ( self._inputdevice.get_axis_name(sval1) + ' / ' + self._inputdevice.get_axis_name(sval2) ) return bui.Lstr(resource=f'{self._r}.unsetText') # If they're looking for triggers. if control in ['triggerRun1' + self._ext, 'triggerRun2' + self._ext]: if control in self._settings: return self._inputdevice.get_axis_name(self._settings[control]) return bui.Lstr(resource=f'{self._r}.unsetText') # Dead-zone. if control == 'analogStickDeadZone' + self._ext: if control in self._settings: return str(self._settings[control]) return str(1.0) # For dpad buttons: show individual buttons if any are set. # Otherwise show whichever dpad is set. dpad_buttons = [ 'buttonLeft' + self._ext, 'buttonRight' + self._ext, 'buttonUp' + self._ext, 'buttonDown' + self._ext, ] if control in dpad_buttons: # If *any* dpad buttons are assigned, show only button assignments. if any(b in self._settings for b in dpad_buttons): if control in self._settings: return self._inputdevice.get_button_name( self._settings[control] ) return bui.Lstr(resource=f'{self._r}.unsetText') # No dpad buttons - show the dpad number for all 4. dpadnum = ( self._settings['dpad' + self._ext] if 'dpad' + self._ext in self._settings else 2 if self._is_secondary else None ) assert isinstance(dpadnum, (int, type(None))) if dpadnum is not None: return bui.Lstr( value='${A} ${B}', subs=[ ('${A}', bui.Lstr(resource=f'{self._r}.dpadText')), ( '${B}', str(dpadnum), ), ], ) return bui.Lstr(resource=f'{self._r}.unsetText') # Other buttons. if control in self._settings: return self._inputdevice.get_button_name(self._settings[control]) return bui.Lstr(resource=f'{self._r}.unsetText')
def _gamepad_event( self, control: str, event: dict[str, Any], dialog: AwaitGamepadInputWindow, ) -> None: # pylint: disable=too-many-branches assert self._settings is not None ext = self._ext # For our dpad-buttons we're looking for either a button-press or a # hat-switch press. if control in [ 'buttonUp' + ext, 'buttonLeft' + ext, 'buttonDown' + ext, 'buttonRight' + ext, ]: if event['type'] in ['BUTTONDOWN', 'HATMOTION']: # If its a button-down. if event['type'] == 'BUTTONDOWN': value = event['button'] self._settings[control] = value # If its a dpad. elif event['type'] == 'HATMOTION': # clear out any set dir-buttons for btn in [ 'buttonUp' + ext, 'buttonLeft' + ext, 'buttonRight' + ext, 'buttonDown' + ext, ]: if btn in self._settings: del self._settings[btn] if event['hat'] == (2 if self._is_secondary else 1): self._settings['dpad' + ext] = event['hat'] # Update the 4 dpad button txt widgets. bui.textwidget( edit=self._textwidgets['buttonUp' + ext], text=self.get_control_value_name('buttonUp' + ext), ) bui.textwidget( edit=self._textwidgets['buttonLeft' + ext], text=self.get_control_value_name('buttonLeft' + ext), ) bui.textwidget( edit=self._textwidgets['buttonRight' + ext], text=self.get_control_value_name('buttonRight' + ext), ) bui.textwidget( edit=self._textwidgets['buttonDown' + ext], text=self.get_control_value_name('buttonDown' + ext), ) bui.getsound('gunCocking').play() dialog.die() elif control == 'analogStickLR' + ext: if event['type'] == 'AXISMOTION': # Ignore small values or else we might get triggered by noise. if abs(event['value']) > 0.5: axis = event['axis'] if axis == (5 if self._is_secondary else 1): self._settings['analogStickLR' + ext] = axis bui.textwidget( edit=self._textwidgets['analogStickLR' + ext], text=self.get_control_value_name('analogStickLR' + ext), ) bui.getsound('gunCocking').play() dialog.die() # Now launch the up/down listener. AwaitGamepadInputWindow( self._inputdevice, 'analogStickUD' + ext, self._gamepad_event, bui.Lstr(resource=f'{self._r}.pressUpDownText'), ) elif control == 'analogStickUD' + ext: if event['type'] == 'AXISMOTION': # Ignore small values or else we might get triggered by noise. if abs(event['value']) > 0.5: axis = event['axis'] # Ignore our LR axis. if 'analogStickLR' + ext in self._settings: lr_axis = self._settings['analogStickLR' + ext] else: lr_axis = 5 if self._is_secondary else 1 if axis != lr_axis: if axis == (6 if self._is_secondary else 2): self._settings['analogStickUD' + ext] = axis bui.textwidget( edit=self._textwidgets['analogStickLR' + ext], text=self.get_control_value_name( 'analogStickLR' + ext ), ) bui.getsound('gunCocking').play() dialog.die() else: # For other buttons we just want a button-press. if event['type'] == 'BUTTONDOWN': value = event['button'] self._settings[control] = value # Update the button's text widget. bui.textwidget( edit=self._textwidgets[control], text=self.get_control_value_name(control), ) bui.getsound('gunCocking').play() dialog.die() def _capture_button( self, pos: tuple[float, float], color: tuple[float, float, float], texture: bui.Texture, button: str, *, scale: float = 1.0, message: bui.Lstr | None = None, message2: bui.Lstr | None = None, maxwidth: float = 80.0, ) -> bui.Widget: if message is None: message = bui.Lstr(resource=f'{self._r}.pressAnyButtonText') base_size = 79 btn = bui.buttonwidget( parent=self._root_widget, position=( pos[0] - base_size * 0.5 * scale, pos[1] - base_size * 0.5 * scale, ), autoselect=True, size=(base_size * scale, base_size * scale), texture=texture, label='', color=color, ) # Make this in a timer so that it shows up on top of all other buttons. def doit() -> None: uiscale = 0.9 * scale txt = bui.textwidget( parent=self._root_widget, position=(pos[0] + 0.0 * scale, pos[1] - 58.0 * scale), color=(1, 1, 1, 0.3), size=(0, 0), h_align='center', v_align='center', scale=uiscale, text=self.get_control_value_name(button), maxwidth=maxwidth, ) self._textwidgets[button] = txt bui.buttonwidget( edit=btn, on_activate_call=bui.Call( AwaitGamepadInputWindow, self._inputdevice, button, self._gamepad_event, message, message2, ), ) bui.pushcall(doit) return btn def _cancel(self) -> None: if self._modal: # no-op if our underlying widget is dead or on its way out. if not self._root_widget or self._root_widget.transitioning_out: return bui.containerwidget( edit=self._root_widget, transition=self._transition_out ) else: self.main_window_back() def _reset(self) -> None: from bauiv1lib.confirm import ConfirmWindow assert bui.app.classic is not None # efro note: I think it's ok to reset without a confirm here # because the user can see pretty clearly what changes and can # cancel out of the settings window without saving if they want. if bool(False): ConfirmWindow( # TODO: Implement a translation string for this! 'Are you sure you want to reset your button mapping?\n' 'This will also reset your advanced mappings\n' 'and secondary controller button mappings.', self._do_reset, width=490, height=150, ) else: self._do_reset() def _do_reset(self) -> None: """Resets the input's mapping settings.""" from babase import InputDeviceNotFoundError self._settings = {} # Unplugging the controller while performing a # mapping reset makes things go bonkers a little. try: self._get_config_mapping(default=True) except InputDeviceNotFoundError: pass self._rebuild_ui(is_reset=True) bui.getsound('gunCocking').play() def _do_more(self) -> None: """Show a burger menu with extra settings.""" # pylint: disable=cyclic-import choices: list[str] = [ 'advanced', 'reset', ] choices_display: list[bui.Lstr] = [ bui.Lstr(resource=f'{self._r}.advancedText'), bui.Lstr(resource='settingsWindowAdvanced.resetText'), ] uiscale = bui.app.ui_v1.uiscale PopupMenuWindow( position=self._more_button.get_screen_space_center(), scale=( 2.3 if uiscale is bui.UIScale.SMALL else 1.65 if uiscale is bui.UIScale.MEDIUM else 1.23 ), width=150, choices=choices, choices_display=choices_display, current_choice='advanced', delegate=self, )
[docs] def popup_menu_selected_choice( self, popup_window: PopupMenuWindow, choice: str ) -> None: """Called when a choice is selected in the popup.""" del popup_window # unused if choice == 'reset': self._reset() elif choice == 'advanced': self._do_advanced() else: print(f'invalid choice: {choice}')
[docs] def popup_menu_closing(self, popup_window: PopupWindow) -> None: """Called when the popup is closing."""
def _save(self) -> None: classic = bui.app.classic assert classic is not None # no-op if our underlying widget is dead or on its way out. if not self._root_widget or self._root_widget.transitioning_out: return # If we're a secondary editor we just go away (we were editing our # parent's settings dict). if self._is_secondary: assert self._modal bui.containerwidget( edit=self._root_widget, transition=self._transition_out ) return assert self._settings is not None if self._inputdevice: dst = classic.get_input_device_config( self._inputdevice, default=True ) dst2: dict[str, Any] = dst[0][dst[1]] dst2.clear() # Store any values that aren't -1. for key, val in list(self._settings.items()): if val != -1: dst2[key] = val # If we're allowed to phone home, send this config so we can # generate more defaults in the future. inputhash = classic.get_input_device_map_hash(self._inputdevice) classic.master_server_v1_post( 'controllerConfig', { 'ua': classic.legacy_user_agent_string, 'b': bui.app.env.engine_build_number, 'name': self._name, 'inputMapHash': inputhash, 'config': dst2, 'v': 2, }, ) bui.app.config.apply_and_commit() bui.getsound('gunCocking').play() else: bui.getsound('error').play() if self._modal: bui.containerwidget( edit=self._root_widget, transition=self._transition_out ) else: assert self.main_window_has_control() self.main_window_back()
[docs] class AwaitGamepadInputWindow(bui.Window): """Window for capturing a gamepad button press.""" def __init__( self, gamepad: bs.InputDevice, button: str, callback: Callable[[str, dict[str, Any], AwaitGamepadInputWindow], Any], message: bui.Lstr | None = None, message2: bui.Lstr | None = None, ): # pylint: disable=too-many-positional-arguments if message is None: print('AwaitGamepadInputWindow message is None!') # Shouldn't get here. message = bui.Lstr(value='Press any button...') self._callback = callback self._input = gamepad self._capture_button = button width = 400 height = 150 assert bui.app.classic is not None uiscale = bui.app.ui_v1.uiscale super().__init__( root_widget=bui.containerwidget( scale=( 2.0 if uiscale is bui.UIScale.SMALL else 1.9 if uiscale is bui.UIScale.MEDIUM else 1.0 ), size=(width, height), transition='in_scale', ), ) bui.textwidget( parent=self._root_widget, position=(0, (height - 60) if message2 is None else (height - 50)), size=(width, 25), text=message, maxwidth=width * 0.9, h_align='center', v_align='center', ) if message2 is not None: bui.textwidget( parent=self._root_widget, position=(width * 0.5, height - 60), size=(0, 0), text=message2, maxwidth=width * 0.9, scale=0.47, color=(0.7, 1.0, 0.7, 0.6), h_align='center', v_align='center', ) self._counter = 5 self._count_down_text = bui.textwidget( parent=self._root_widget, h_align='center', position=(0, height - 110), size=(width, 25), color=(1, 1, 1, 0.3), text=str(self._counter), ) self._decrement_timer: bui.AppTimer | None = bui.AppTimer( 1.0, bui.Call(self._decrement), repeat=True ) bs.capture_gamepad_input(bui.WeakCall(self._event_callback)) def __del__(self) -> None: pass
[docs] def die(self) -> None: """Kill the window.""" # This strong-refs us; killing it allow us to die now. self._decrement_timer = None bs.release_gamepad_input() if self._root_widget: bui.containerwidget(edit=self._root_widget, transition='out_scale')
def _event_callback(self, event: dict[str, Any]) -> None: input_device = event['input_device'] assert isinstance(input_device, bs.InputDevice) # Update - we now allow *any* input device of this type. if ( self._input and input_device and input_device.name == self._input.name ): self._callback(self._capture_button, event, self) def _decrement(self) -> None: self._counter -= 1 if self._counter >= 1: if self._count_down_text: bui.textwidget( edit=self._count_down_text, text=str(self._counter) ) else: bui.getsound('error').play() self.die()