How to identify which button is being pressed on PS4 controller using pygame
Figured out a hack:
The PS4 buttons are numbered as the following:
0 = SQUARE
1 = X
2 = CIRCLE
3 = TRIANGLE
4 = L1
5 = R1
6 = L2
7 = R2
8 = SHARE
9 = OPTIONS
10 = LEFT ANALOG PRESS
11 = RIGHT ANALOG PRESS
12 = PS4 ON BUTTON
13 = TOUCHPAD PRESS
To figure out which button is being pressed I used j.get_button(int)
, passing in the matching button integer.
Example:
import pygame
pygame.init()
j = pygame.joystick.Joystick(0)
j.init()
try:
while True:
events = pygame.event.get()
for event in events:
if event.type == pygame.JOYBUTTONDOWN:
print("Button Pressed")
if j.get_button(6):
# Control Left Motor using L2
elif j.get_button(7):
# Control Right Motor using R2
elif event.type == pygame.JOYBUTTONUP:
print("Button Released")
except KeyboardInterrupt:
print("EXITING NOW")
j.quit()
You are really close! With a few tweaks, you code becomes this instead:
import pygame
pygame.init()
j = pygame.joystick.Joystick(0)
j.init()
try:
while True:
events = pygame.event.get()
for event in events:
if event.type == pygame.JOYAXISMOTION:
print(event.dict, event.joy, event.axis, event.value)
elif event.type == pygame.JOYBALLMOTION:
print(event.dict, event.joy, event.ball, event.rel)
elif event.type == pygame.JOYBUTTONDOWN:
print(event.dict, event.joy, event.button, 'pressed')
elif event.type == pygame.JOYBUTTONUP:
print(event.dict, event.joy, event.button, 'released')
elif event.type == pygame.JOYHATMOTION:
print(event.dict, event.joy, event.hat, event.value)
except KeyboardInterrupt:
print("EXITING NOW")
j.quit()
Some resources that I found helpful in writing the up included pygame's event documentation, the use of python's dir
function to see what properties a python object has, and the documentation for pygame's parent C library, SDL if you wanted a deeper explanation of what the property actually means. I included both the dictionary access version (using event.dict
) as well as the property-access version (using just event.whatever_the_property_name_is
). Note that event.button
only gives you a number; it is up to you to manually create a mapping of what each button number means on your controller. Hope this clears it up!