panda3d-keybindings


Namepanda3d-keybindings JSON
Version 0.3a1 PyPI version JSON
download
home_pagehttps://github.com/TheCheapestPixels/panda3d-keybindings
SummaryA more abstract interface for using input devices in Panda3D.
upload_time2023-05-28 14:30:16
maintainer
docs_urlNone
authorTheCheapestPixels
requires_python>=3.5
license
keywords panda3d keybinding keybindings keymapping
VCS
bugtrack_url
requirements No requirements were recorded.
Travis-CI No Travis.
coveralls test coverage No coveralls.
            panda3d-keybindings
===================

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.


Status
------

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.


Installation
------------

`pip install panda3d-keybindings`


Concepts
--------

* 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`: A `float`.
    * `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 `context` is a set of `virtual 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 the `menu` context, and deactivate
  the `character_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 each
  `context` the `virtual_inputs` and in what order to read their
  mappings. If no readable device is present for a `virtual_input`, its
  value will be `None`, otherwise the first mapping with a value other
  than a zero value or `False` determines the final value. If all
  devices have a value of zero or `False`, 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.


Example
-------

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.


Configuration File in Detail
----------------------------

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<` and `button>` 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
  example `right_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.


Controlling the Read
--------------------

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`.


Callbacks
---------

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/`.


TODO
----

* `doubleclick` and `multiclick` 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 over `packages=` again.
* Multiplayer; Might need a full refactor.
  * Assigner
  * config file
  * Remove the NOTEs above



            

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    "description": "panda3d-keybindings\n===================\n\nPanda3D comes with a nice API suite to work with input devices. In\nparticular, it has one for USB HIDs, and one for mouse and keyboard.\nWhat it does not have is a mechanism to build an abstraction over these\ndevices, so that a developer can define them in terms of a set of\nbuttons and axes, and it is a matter of configuration how actual inputs\non devices are mapped to those abstract inputs. A game's logic should\nnot be concerned with details like...\n\n* whether a 2D axis gets its values from a gamepad's stick or its four\n  buttons, from WASD, or a dance pad.\n* how the player wants the inputs from the devices combined. There may\n  be a different list of priorities for different abstract inputs with\n  regard what devices should be checked. A player may prefer to control\n  character movement on a gamepad, but functions like invoking and\n  working in menus with the keyboard.\n* how input is preprocessed. Badly manufactured sticks create noise near\n  the center, and may require a dead zone. An axis' amplitude may need\n  to be scaled or squared.\n* devices connecting or disconnecting. From a game developer's\n  perspective, these events should be dealt with under the hood.\n* how devices are identified. A player may use two flight sticks for a\n  space simulator. If they're of different makes, they can be identified\n  \"uniquely\", and should be mappable independent of one another. Even\n  with two identical sticks, there should be a way to check which is\n  which (\"Press trigger on left stick\"), and label them accordingly.\n  NOTE: Not implemented yet. May currently be impossible to do cleanly.\n  Uncleanly, Vendor/Product IDs could be used for devices of different\n  makes.\n* providing an interface to work with the mappings.\n  NOTE: Menu to display the current configuration exists, and\n  functionality to save the current configuration back to file. The\n  DeviceListener's API to change bindings, and menu functionality to do\n  so, are missing. See `examples/menu/`.\n* if the state, when polled at different times during a frame, is still\n  the same; It just should be. This is quite an edge case, but may cause\n  hard to reproduce bugs.\n\n\nStatus\n------\n\nThis project's state is alpha, as features are still being added and its\nspecifications are liable to change. That being said, it is close to\nreaching beta.\n\n\nInstallation\n------------\n\n`pip install panda3d-keybindings`\n\n\nConcepts\n--------\n\n* A `virtual input` is an input with a semantic to the game, like\n  jumping, turning around moving, etc.; It has\n  * a type, which is one of\n    * `button`: `True` if the button is pressed, `False` otherwise.\n    * `trigger`: `True` for the frame in which the button is pressed.\n    * `repeater`: `True` whenever its interval elapses and the button is\n      still pressed.\n    * `axis`: A `float`.\n    * `axis2d`: `panda3d.core.Vec2`.\n    * `axis3d`: `panda3d.core.Vec3`.\n  * a list of mappings ordered by priority in which they are checked for\n    their device being present, and whether they have a non-zero / False\n    input value.\n  * a sensor definition for each mapping. This defines the buttons /\n    axes used, and specifies post-processing that is to be done on them.\n* A `context` is a set of `virtual input`s that is read together. It is\n  an organizational unit to make it easy for the application to activate\n  or deactivate parts of the user input interface. For example, opening\n  the game's ingame menu may activate the `menu` context, and deactivate\n  the `character_movement` one.\n* When a device is connected, it is assigned to a `player`, or kept\n  unassigned for the time being. Players will only be able to read data\n  from devices assigned to them.\n  NOTE: Currently only single-player assigners exist off-the-shelf.\n* There's a configuration file that defines for each `player` and each\n  `context` the `virtual_inputs` and in what order to read their\n  mappings. If no readable device is present for a `virtual_input`, its\n  value will be `None`, otherwise the first mapping with a value other\n  than a zero value or `False` determines the final value. If all\n  devices have a value of zero or `False`, that will be returned.\n  In other words, the highest-priority mapping that the player uses is\n  used.\n  NOTE: Currently no concept of players exists in the config file.\n\n\nExample\n-------\n\nSetting up an application for use with this module is easy:\n\n    from direct.showbase.ShowBase import ShowBase\n    from keybindings.device_listener import add_device_listener\n    from keybindings.device_listener import SinglePlayerAssigner\n\n    ShowBase()\n    add_device_listener(\n        assigner=SinglePlayerAssigner(),\n    )\n\nNow there is a `base.device_listener`. It assumes that the configuration\nfile is named `keybindings.config` and is present in the application's\n`base.main_dir`, and it creates a task at `sort=-10` that freezes this\nframe's input state. Other names file names and ways to handle freezing\ncan be configured.\nNOTE: Don't remember off the top of my head how true that is.\n\nA keybinding configuration could look like this:\n\n    context demo_context\n      button demo_button\n        gamepad         face_a\n        flight_stick    trigger\n        keyboard        q\n\nWhen the context `demo_context` is read, ...\n\n    base.device_listener.read_context('demo_context')\n\n...the result may look like this:\n\n    {'demo_button': False}\n\nThis means that due to the config snippet above, the device listener has\nchecked whether a gamepad is connected; If so, the state of `face_a` is\nused, if not, the `flight_stick` is tested next, and so on. In this\nexample, a device has been found and the button has not been pressed.\n\n\nConfiguration File in Detail\n----------------------------\n\nAs mentioned above, this is a simple configuration file:\n\n    context demo_context\n      button demo_button\n        gamepad         face_a\n        flight_stick    trigger\n        keyboard        q\n\nThe `context` header indicates the name of the context.\n\nThe virtual input header below it defines both its type and name. As\nmentioned above, valid types are `button`, `trigger`, `axis`, `axis2d`,\nand `axis3d`. There is also `repeater`, which takes two additional\narguments, separated by `:` characters. The first is the initial\ncooldown, the second the repeating cooldown. When its button is pressed,\nand then kept pressed, it will return `True` in the first frame, then\nagain for one frame after the initial cooldown has passed, and\nthereafter whenever the repeating cooldown has passed. 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Access to the mouse is given\nvia the sensors `mouse_x`, `mouse_y`, `mouse_x_delta`, and\n`mouse_y_delta`, with the two latter tracking frame-to-frame changes\n(without respect to frame time). For keyboard keys, raw keys may be\naccessed by prefixing the name with `raw-`. NOTE: Raw keys will be\nsupported in Panda3D `1.11`.\n\nEach sensor may also be post-processed after being read. Each such step\nis indicated with a flag, some of which may bear a numeric argument, and\nthey are again separated by `:` characters. 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Click if axis changes fast\n  enough.\n* Click-and-drag support for mouse\n* Uniquely identifying devices, and remove the NOTE above\n* Changing bindings at run time\n  * Update DeviceListener / Assigner API\n  * Add menu functionality\n  * Remove the NOTE above\n* Sphinx documentation\n* Throw events\n* `setup.py`: Go over `packages=` again.\n* Multiplayer; Might need a full refactor.\n  * Assigner\n  * config file\n  * Remove the NOTEs above\n\n\n",
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