1
0
forked from Mirrors/RGSX

Optimisation de map_controls et ajout de touches dans controls_mapper.py

This commit is contained in:
skymike03
2025-07-06 20:57:36 +02:00
parent 4b13bb6b6e
commit 6558a5d256

View File

@@ -3,6 +3,7 @@ import json
import os
import logging
import config
from config import CONTROLS_CONFIG_PATH
from display import draw_gradient
logger = logging.getLogger(__name__)
@@ -239,165 +240,185 @@ def get_readable_input_name(event):
return MOUSE_BUTTON_NAMES.get(event.button, f"Souris Bouton {event.button}")
return "Inconnu"
ACTIONS = ["start", "confirm", "cancel"]
def map_controls(screen):
"""Interface de mappage des contrôles avec validation par maintien de 3 secondes."""
controls_config = load_controls_config()
current_action_index = 0
current_input = None
input_held_time = 0
last_input_name = None
last_frame_time = pygame.time.get_ticks()
config.needs_redraw = True
# Initialiser l'état des boutons et axes pour suivre les relâchements
held_keys = set()
held_buttons = set()
held_axes = {} # {axis: direction}
held_hats = {} # {hat: value}
held_mouse_buttons = set()
while current_action_index < len(ACTIONS):
if config.needs_redraw:
progress = min(input_held_time / HOLD_DURATION, 1.0) if current_input else 0.0
draw_controls_mapping(screen, ACTIONS[current_action_index], last_input_name, current_input is not None, progress)
pygame.display.flip()
config.needs_redraw = False
current_time = pygame.time.get_ticks()
delta_time = current_time - last_frame_time
last_frame_time = current_time
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
return False
# Détecter les relâchements pour réinitialiser
if event.type == pygame.KEYUP:
if event.key in held_keys:
held_keys.remove(event.key)
if current_input and current_input["type"] == "key" and current_input["value"] == event.key:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Touche relâchée: {event.key}")
elif event.type == pygame.JOYBUTTONUP:
if event.button in held_buttons:
held_buttons.remove(event.button)
if current_input and current_input["type"] == "button" and current_input["value"] == event.button:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Bouton relâché: {event.button}")
elif event.type == pygame.MOUSEBUTTONUP:
if event.button in held_mouse_buttons:
held_mouse_buttons.remove(event.button)
if current_input and current_input["type"] == "mouse" and current_input["value"] == event.button:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Bouton souris relâché: {event.button}")
elif event.type == pygame.JOYAXISMOTION:
if abs(event.value) < 0.5: # Axe revenu à la position neutre
if event.axis in held_axes:
del held_axes[event.axis]
if current_input and current_input["type"] == "axis" and current_input["value"][0] == event.axis:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Axe relâché: {event.axis}")
elif event.type == pygame.JOYHATMOTION:
if event.value == (0, 0): # D-Pad revenu à la position neutre
if event.hat in held_hats:
del held_hats[event.hat]
if current_input and current_input["type"] == "hat" and current_input["value"] == event.value:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"D-Pad relâché: {event.hat}")
# Détecter les nouvelles entrées
if event.type in (pygame.KEYDOWN, pygame.JOYBUTTONDOWN, pygame.JOYAXISMOTION, pygame.JOYHATMOTION, pygame.MOUSEBUTTONDOWN):
input_name = get_readable_input_name(event)
if input_name != "Inconnu":
input_type = {
pygame.KEYDOWN: "key",
pygame.JOYBUTTONDOWN: "button",
pygame.JOYAXISMOTION: "axis",
pygame.JOYHATMOTION: "hat",
pygame.MOUSEBUTTONDOWN: "mouse",
}[event.type]
input_value = (
SDL_TO_PYGAME_KEY.get(event.key, event.key) if event.type == pygame.KEYDOWN else
event.button if event.type == pygame.JOYBUTTONDOWN else
(event.axis, 1 if event.value > 0 else -1) if event.type == pygame.JOYAXISMOTION and abs(event.value) > 0.5 else
event.value if event.type == pygame.JOYHATMOTION else
event.button
)
# Vérifier si l'entrée est nouvelle ou différente
if (current_input is None or
(input_type == "key" and current_input["value"] != input_value) or
(input_type == "button" and current_input["value"] != input_value) or
(input_type == "axis" and current_input["value"] != input_value) or
(input_type == "hat" and current_input["value"] != input_value) or
(input_type == "mouse" and current_input["value"] != input_value)):
current_input = {"type": input_type, "value": input_value}
input_held_time = 0
last_input_name = input_name
config.needs_redraw = True
logger.debug(f"Nouvelle entrée détectée: {input_type}:{input_value} ({input_name})")
# Mettre à jour les entrées maintenues
if input_type == "key":
held_keys.add(input_value)
elif input_type == "button":
held_buttons.add(input_value)
elif input_type == "axis":
held_axes[input_value[0]] = input_value[1]
elif input_type == "hat":
held_hats[event.hat] = input_value
elif input_type == "mouse":
held_mouse_buttons.add(input_value)
# Sauter à l'action suivante avec Échap
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
action_name = ACTIONS[current_action_index]["name"]
controls_config[action_name] = {} # Marquer comme non mappé
current_action_index += 1
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Action {action_name} ignorée avec Échap, passage à l'action suivante: {ACTIONS[current_action_index]['name'] if current_action_index < len(ACTIONS) else 'fin'}")
# Mettre à jour le temps de maintien
if current_input:
input_held_time += delta_time
if input_held_time >= HOLD_DURATION:
action_name = ACTIONS[current_action_index]["name"]
logger.debug(f"Entrée validée pour {action_name}: {current_input['type']}:{current_input['value']} ({last_input_name})")
controls_config[action_name] = {
"type": current_input["type"],
"value": current_input["value"],
"display": last_input_name
}
current_action_index += 1
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
mapping = True
current_action = 0
clock = pygame.time.Clock()
while mapping:
clock.tick(100) # 100 FPS
for event in pygame.event.get():
"""Interface de mappage des contrôles avec validation par maintien de 3 secondes."""
controls_config = load_controls_config()
current_action_index = 0
current_input = None
input_held_time = 0
last_input_name = None
last_frame_time = pygame.time.get_ticks()
config.needs_redraw = True
pygame.time.wait(10)
# Initialiser l'état des boutons et axes pour suivre les relâchements
held_keys = set()
held_buttons = set()
held_axes = {} # {axis: direction}
held_hats = {} # {hat: value}
held_mouse_buttons = set()
save_controls_config(controls_config)
config.controls_config = controls_config
while current_action_index < len(ACTIONS):
if config.needs_redraw:
progress = min(input_held_time / HOLD_DURATION, 1.0) if current_input else 0.0
draw_controls_mapping(screen, ACTIONS[current_action_index], last_input_name, current_input is not None, progress)
pygame.display.flip()
config.needs_redraw = False
current_time = pygame.time.get_ticks()
delta_time = current_time - last_frame_time
last_frame_time = current_time
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
return False
# Détecter les relâchements pour réinitialiser
if event.type == pygame.KEYUP:
if event.key in held_keys:
held_keys.remove(event.key)
if current_input and current_input["type"] == "key" and current_input["value"] == event.key:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Touche relâchée: {event.key}")
elif event.type == pygame.JOYBUTTONUP:
if event.button in held_buttons:
held_buttons.remove(event.button)
if current_input and current_input["type"] == "button" and current_input["value"] == event.button:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Bouton relâché: {event.button}")
elif event.type == pygame.MOUSEBUTTONUP:
if event.button in held_mouse_buttons:
held_mouse_buttons.remove(event.button)
if current_input and current_input["type"] == "mouse" and current_input["value"] == event.button:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Bouton souris relâché: {event.button}")
elif event.type == pygame.JOYAXISMOTION:
if abs(event.value) < 0.5: # Axe revenu à la position neutre
if event.axis in held_axes:
del held_axes[event.axis]
if current_input and current_input["type"] == "axis" and current_input["value"][0] == event.axis:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Axe relâché: {event.axis}")
elif event.type == pygame.JOYHATMOTION:
if event.value == (0, 0): # D-Pad revenu à la position neutre
if event.hat in held_hats:
del held_hats[event.hat]
if current_input and current_input["type"] == "hat" and current_input["value"] == event.value:
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"D-Pad relâché: {event.hat}")
# Détecter les nouvelles entrées
if event.type in (pygame.KEYDOWN, pygame.JOYBUTTONDOWN, pygame.JOYAXISMOTION, pygame.JOYHATMOTION, pygame.MOUSEBUTTONDOWN):
input_name = get_readable_input_name(event)
if input_name != "Inconnu":
input_type = {
pygame.KEYDOWN: "key",
pygame.JOYBUTTONDOWN: "button",
pygame.JOYAXISMOTION: "axis",
pygame.JOYHATMOTION: "hat",
pygame.MOUSEBUTTONDOWN: "mouse",
}[event.type]
input_value = (
SDL_TO_PYGAME_KEY.get(event.key, event.key) if event.type == pygame.KEYDOWN else
event.button if event.type == pygame.JOYBUTTONDOWN else
(event.axis, 1 if event.value > 0 else -1) if event.type == pygame.JOYAXISMOTION and abs(event.value) > 0.5 else
event.value if event.type == pygame.JOYHATMOTION else
event.button
)
# Vérifier si l'entrée est nouvelle ou différente
if (current_input is None or
(input_type == "key" and current_input["value"] != input_value) or
(input_type == "button" and current_input["value"] != input_value) or
(input_type == "axis" and current_input["value"] != input_value) or
(input_type == "hat" and current_input["value"] != input_value) or
(input_type == "mouse" and current_input["value"] != input_value)):
current_input = {"type": input_type, "value": input_value}
input_held_time = 0
last_input_name = input_name
config.needs_redraw = True
logger.debug(f"Nouvelle entrée détectée: {input_type}:{input_value} ({input_name})")
# Mettre à jour les entrées maintenues
if input_type == "key":
held_keys.add(input_value)
elif input_type == "button":
held_buttons.add(input_value)
elif input_type == "axis":
held_axes[input_value[0]] = input_value[1]
elif input_type == "hat":
held_hats[event.hat] = input_value
elif input_type == "mouse":
held_mouse_buttons.add(input_value)
# Sauter à l'action suivante avec Échap
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
action_name = ACTIONS[current_action_index]["name"]
controls_config[action_name] = {} # Marquer comme non mappé
current_action_index += 1
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
logger.debug(f"Action {action_name} ignorée avec Échap, passage à l'action suivante: {ACTIONS[current_action_index]['name'] if current_action_index < len(ACTIONS) else 'fin'}")
# Mettre à jour le temps de maintien
if current_input:
input_held_time += delta_time
if input_held_time >= HOLD_DURATION:
action_name = ACTIONS[current_action_index]["name"]
logger.debug(f"Entrée validée pour {action_name}: {current_input['type']}:{current_input['value']} ({last_input_name})")
controls_config[action_name] = {
"type": current_input["type"],
"value": current_input["value"],
"display": last_input_name
}
current_action_index += 1
current_input = None
input_held_time = 0
last_input_name = None
config.needs_redraw = True
config.needs_redraw = True
pygame.time.wait(10)
save_controls_config(controls_config)
config.controls_config = controls_config
return True
pass
def save_controls_config(config):
"""Enregistre la configuration des contrôles dans un fichier JSON."""
try:
with open(CONTROLS_CONFIG_PATH, "w") as f:
json.dump(config, f, indent=4)
logging.debug("Configuration des contrôles enregistrée")
except Exception as e:
logging.error(f"Erreur lors de l'enregistrement de controls.json : {e}")
return False
return True
def draw_controls_mapping(screen, action, last_input, waiting_for_input, hold_progress):