"""The gamepad, and the thread that reads it. **Nothing outside this file may touch pygame.** The rest of the node sees only :class:`Sample`, which is a plain immutable reading — that is what lets every other module be tested without a pad plugged in, and what keeps SDL's quirks from leaking past this node's edge. The reader is a thread because SDL wants to be pumped at its own cadence and because a pad being unplugged should be noticed within milliseconds rather than on whenever the dataflow next ticks. It never publishes anything; it fills a slot, and the event loop drains it. """ import os import threading from dataclasses import dataclass, field from dora_joy.log import log @dataclass(frozen=True) class Sample: """One reading of the pad. ``present`` is the one that matters for safety: a pad that has been unplugged reads as absent rather than as centred, so the difference between "the operator let go" and "the operator's pad fell off the desk" is not lost. Nothing here is shaped, scaled or filtered. A deadzone belongs to whoever is deciding what the pad *means*, which is not this node. """ axes: list[float] = field(default_factory=list) buttons: list[bool] = field(default_factory=list) present: bool = False ABSENT = Sample() class Gamepad: """Reads one pad on a thread and keeps the latest reading available.""" def __init__(self, index: int, poll_interval_s: float = 0.01): self.index = index self.poll_interval_s = poll_interval_s self._lock = threading.Lock() self._sample = ABSENT self._stopping = threading.Event() self._thread = threading.Thread(target=self._run, name="dora-joy", daemon=True) def start(self) -> None: """Start reading. Never blocks, and never fails for want of a pad.""" self._thread.start() def read(self) -> Sample: """Return the most recent reading.""" with self._lock: return self._sample def shutdown(self) -> None: """Stop reading and let the thread finish.""" self._stopping.set() self._thread.join(timeout=1.0) def _run(self) -> None: """Open the pad, read it, and keep trying if it is not there. A missing pad is an ordinary state, not an error. This node publishes `present: false` and keeps looking, so a consumer learns that the pad went away rather than that the dataflow did. """ # Two subsystems, not all of them. `pygame.init()` also opens audio, # which on a headless robot means a screenful of ALSA errors in the # dataflow's stderr for a device this node never uses. The display is # needed despite there being no window: SDL refreshes joystick state # during the event pump, and the pump needs the video subsystem. os.environ.setdefault("SDL_VIDEODRIVER", "dummy") os.environ.setdefault("SDL_AUDIODRIVER", "dummy") import pygame pygame.display.init() pygame.joystick.init() joystick = None while not self._stopping.is_set(): pygame.event.pump() if joystick is None: joystick = self._open(pygame) if joystick is None: self._store(ABSENT) self._stopping.wait(1.0) continue try: sample = Sample( axes=[joystick.get_axis(i) for i in range(joystick.get_numaxes())], buttons=[bool(joystick.get_button(i)) for i in range(joystick.get_numbuttons())], present=True, ) except Exception as error: # noqa: BLE001 — an unplugged pad raises from inside SDL log(f"the gamepad went away ({error})") joystick = None self._store(ABSENT) continue self._store(sample) self._stopping.wait(self.poll_interval_s) def _open(self, pygame): """Open the configured pad, or return None if it is not there.""" pygame.joystick.quit() pygame.joystick.init() if pygame.joystick.get_count() <= self.index: return None joystick = pygame.joystick.Joystick(self.index) joystick.init() log(f"gamepad {self.index}: {joystick.get_name()}") return joystick def _store(self, sample: Sample) -> None: with self._lock: self._sample = sample