Panda3D comes with a nice API suite to work with input devices. In particular, it has one for USB HIDs, and one for mouse and keyboard. What it does not have is a mechanism to build an abstraction over these devices, so that a developer can define them in terms of a set of buttons and axes, and it is a matter of configuration how actual inputs on devices are mapped to those abstract inputs. A game's logic should not be concerned with details like...
- whether a 2D axis gets its values from a gamepad's stick or its four buttons, from WASD, or a dance pad.
- how the player wants the inputs from the devices combined. There may be a different list of priorities for different abstract inputs with regard what devices should be checked. A player may prefer to control character movement on a gamepad, but functions like invoking and working in menus with the keyboard.
- how input is preprocessed. Badly manufactured sticks create noise near the center, and may require a dead zone. An axis' amplitude may need to be scaled or squared.
- devices connecting or disconnecting. From a game developer's perspective, these events should be dealt with under the hood.
- how devices are identified. A player may use two flight sticks for a space simulator. If they're of different makes, they can be identified "uniquely", and should be mappable independent of one another. Even with two identical sticks, there should be a way to check which is which ("Press trigger on left stick"), and label them accordingly. NOTE: Not implemented yet. May currently be impossible to do cleanly. Uncleanly, Vendor/Product IDs could be used for devices of different makes.
- providing an interface to work with the mappings.
NOTE: Menu to display the current configuration exists, and
functionality to save the current configuration back to file. The
DeviceListener's API to change bindings, and menu functionality to do
so, are missing. See
examples/menu/
. - if the state, when polled at different times during a frame, is still the same; It just should be. This is quite an edge case, but may cause hard to reproduce bugs.
This project's state is alpha, as features are still being added and its specifications are liable to change. That being said, it is close to reaching beta.
pip install panda3d-keybindings
- A
virtual input
is an input with a semantic to the game, like jumping, turning around moving, etc.; It has- a type, which is one of
button
:True
if the button is pressed,False
otherwise.trigger
:True
for the frame in which the button is pressed.repeater
:True
whenever its interval elapses and the button is still pressed.axis
: Afloat
.axis2d
:panda3d.core.Vec2
.axis3d
:panda3d.core.Vec3
.
- a list of mappings ordered by priority in which they are checked for their device being present, and whether they have a non-zero / False input value.
- a sensor definition for each mapping. This defines the buttons / axes used, and specifies post-processing that is to be done on them.
- a type, which is one of
- A
context
is a set ofvirtual input
s that is read together. It is an organizational unit to make it easy for the application to activate or deactivate parts of the user input interface. For example, opening the game's ingame menu may activate themenu
context, and deactivate thecharacter_movement
one. - When a device is connected, it is assigned to a
player
, or kept unassigned for the time being. Players will only be able to read data from devices assigned to them. NOTE: Currently only single-player assigners exist off-the-shelf. - There's a configuration file that defines for each
player
and eachcontext
thevirtual_inputs
and in what order to read their mappings. If no readable device is present for avirtual_input
, its value will beNone
, otherwise the first mapping with a value other than a zero value orFalse
determines the final value. If all devices have a value of zero orFalse
, that will be returned. In other words, the highest-priority mapping that the player uses is used. NOTE: Currently no concept of players exists in the config file.
Setting up an application for use with this module is easy:
from direct.showbase.ShowBase import ShowBase
from keybindings.device_listener import add_device_listener
from keybindings.device_listener import SinglePlayerAssigner
ShowBase()
add_device_listener(
assigner=SinglePlayerAssigner(),
)
Now there is a base.device_listener
. It assumes that the configuration
file is named keybindings.config
and is present in the application's
base.main_dir
, and it creates a task at sort=-10
that freezes this
frame's input state. Other names file names and ways to handle freezing
can be configured.
NOTE: Don't remember off the top of my head how true that is.
A keybinding configuration could look like this:
context demo_context
button demo_button
gamepad face_a
flight_stick trigger
keyboard q
When the context demo_context
is read, ...
base.device_listener.read_context('demo_context')
...the result may look like this:
{'demo_button': False}
This means that due to the config snippet above, the device listener has
checked whether a gamepad is connected; If so, the state of face_a
is
used, if not, the flight_stick
is tested next, and so on. In this
example, a device has been found and the button has not been pressed.
As mentioned above, this is a simple configuration file:
context demo_context
button demo_button
gamepad face_a
flight_stick trigger
keyboard q
The context
header indicates the name of the context.
The virtual input header below it defines both its type and name. As
mentioned above, valid types are button
, trigger
, axis
, axis2d
,
and axis3d
. There is also repeater
, which takes two additional
arguments, separated by :
characters. The first is the initial
cooldown, the second the repeating cooldown. When its button is pressed,
and then kept pressed, it will return True
in the first frame, then
again for one frame after the initial cooldown has passed, and
thereafter whenever the repeating cooldown has passed. For example, a
repeater that fires after one second, and then every half second, would
read repeater:1.0:0.5
.
The mapping lines each start with a device name as managed by the
assigner (by default Panda3D's device type names are used, plus
callback
, see below), and then has one sensor for each dimension of
the input. button
, trigger
, repeater
, and axis
are
one-dimensional, and axis2d
and axis3d
are two- and
three-dimensional respectively. However, in the case of axes, pairs of
buttons can be used instead. For example:
context demo_context
axis turning
gamepad right_x
keyboard arrow_left arrow_right
The arrow buttons will now be read, and their combined value of -1, 0, or 1 will be determined.
Sensor names are as provided by Panda3D. Access to the mouse is given
via the sensors mouse_x
, mouse_y
, mouse_x_delta
, and
mouse_y_delta
, with the two latter tracking frame-to-frame changes
(without respect to frame time). For keyboard keys, raw keys may be
accessed by prefixing the name with raw-
. NOTE: Raw keys will be
supported in Panda3D 1.11
.
Each sensor may also be post-processed after being read. Each such step
is indicated with a flag, some of which may bear a numeric argument, and
they are again separated by :
characters. For example, right_x:flip
would invert the axis (multiplying it with -1), while
right_x:deadzone=0.02
would turn all results between -0.02 and 0.02 to
0.0.
flip
multiplies an axis value (float) with -1, and has no argument.scale
multiplies an axis value with its argument.button<
andbutton>
turn axis values into button values (boolean), returning True if the axis value is greater / smaller or equal to the argument; e.g.right_x:button>=0.75
will trigger when the stick is pressed far enough to the right.exp
magnifies the magnitude to the power of the argument. For exampleright_x:exp=2
would square the axis value, but preserve its sign; -0.5 would be turned into -0.25, while -1, 0, and 1 are preserved.deadzone
, as explained above, turns axis values within the argument's range into 0.0. Without this, a stick could read at a very low value, but still be the final value, while the player actually wants to use a lower-priority device.
There are two aspects about reading and freezing the state: When it is done, and how much time it should assume to have passed.
By default, a task is created at sort=-10
. If you want to want to use
another value, you can pass a dict or arguments to add_device_listener
to be passed on to the task creation.
add_device_listener(task_args=dict(sort=-1, priority=1))
If you want instead to control yourself when the input is frozen, you
can pass task=False
, and then call base.device_listener.read()
yourself.
Either way by default globalClock.dt
will be used to determine how
much time has elapsed. If you want to determine that by yourself as well
(which I would warn against; We're talking about inputs here, not the
game world's clock), you will have to use your own call as described
above, and pass a dt
argument indicating the elapsed time. For a
trivial example, see examples/minimal/main_2_manual_task.py
.
So that's all fine and dandy for typical input devices. What if you want to treat something else entirely as an input device? As long as you can provide a function that takes no arguments, and returns a valid axis or button state, we have you covered.
You can pass a dict with name -> function entries during startup:
add_device_listener(
callbacks=dict(
my_sensor=read_sensors_value,
),
)
...or you can add and remove them at runtime:
base.device_listener.set_callback('my_sensor', read_sensors_value)
base.device_listener.del_callback('my_sensor')
Then in the keybindings.config, use callback
as device type, e.g.:
context demo_context
button my_weird_button
callback my_sensor
If no function is currently provided for a sensor, it will be treated like a disconnected device.
An example showing how DirectGui widgets can be used as sensors is
provided in examples/callbacks/
.
doubleclick
andmulticlick
virtual input types- speed/acceleration-based postprocessors. Click if axis changes fast enough.
- Click-and-drag support for mouse
- Uniquely identifying devices, and remove the NOTE above
- Changing bindings at run time
- Update DeviceListener / Assigner API
- Add menu functionality
- Remove the NOTE above
- Sphinx documentation
- Throw events
setup.py
: Go overpackages=
again.- Multiplayer; Might need a full refactor.
- Assigner
- config file
- Remove the NOTEs above