-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathelite_mapping.py
More file actions
247 lines (224 loc) · 13.4 KB
/
Copy pathelite_mapping.py
File metadata and controls
247 lines (224 loc) · 13.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
"""
elite_mapping.py
Setup for the Elite control mapping.
Copyright (C) 2016 Bob Helander
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
"""
from button_types import ToggleButton, InputButton, PadPageButton, FlashingButton
from systems_button_group import SystemsButtonGroup
def setup_ship(pad_state):
"""
Add the mapped buttons to the pad_state array (Elite Dangerous)
"""
#ESC
pad_state[0][0] = InputButton(0, 0, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0xB1, # ESC
flashing=True, description="ESC")
#Change page
pad_state[1][0] = PadPageButton(1, 0, red=0, green=3, page=1, description="Change Page 1")
#Deploy Heat Sink
pad_state[2][0] = InputButton(2, 0, red=3, green=0, pressed_red=3, pressed_green=3,
key_output=0x76, # KEY_V
flashing=True, description="Heat Sink")
#Chaff
pad_state[3][0] = InputButton(3, 0, red=3, green=3, pressed_red=3, pressed_green=3,
key_output=0xCA, # F9
flashing=True, description="Chaff")
#Deploy Shield Cell
pad_state[4][0] = InputButton(4, 0, red=0, green=3, pressed_red=3, pressed_green=3,
key_output=0xCB, # F10
flashing=True, description="Shield Cell")
#Flight Assist
pad_state[5][0] = ToggleButton(5, 0, red=3, green=3, toggled_red=3, toggled_green=0,
key_output_set=0x7A, # KEY_Z,
key_output_cleared=0x7A, flashing=True, description="Flight Assist")
#FSD
pad_state[8][1] = InputButton(8, 1, red=3, green=3, pressed_red=3, pressed_green=0,
key_output=0x6A, # KEY_J,
flashing=True, description="FSD")
#Landing Gear
pad_state[7][1] = ToggleButton(7, 1, red=0, green=3, toggled_red=3, toggled_green=0,
key_output_set=0xD1, # Insert,
key_output_cleared=0xD1, flashing=True, description="Gear")
#Landing Lights
pad_state[6][1] = ToggleButton(6, 1, red=0, green=3, toggled_red=3, toggled_green=3,
key_output_set=0xD4, # Delete
key_output_cleared=0xD4, flashing=True, description="Lights")
#75% Speed
pad_state[8][3] = InputButton(8, 3, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x2C, # Comma
flashing=False, description="75%")
#50% Speed
pad_state[8][4] = InputButton(8, 4, red=3, green=3, pressed_red=3, pressed_green=0,
key_output=0x2E, # Period
flashing=False, description="50%")
#0% Speed
pad_state[8][5] = InputButton(8, 5, red=3, green=0, pressed_red=3, pressed_green=0,
key_output=0x78, # KEY_X,
flashing=False, description="0%")
#Communications Panel
pad_state[0][1] = InputButton(0, 1, red=3, green=3, pressed_red=3, pressed_green=0,
key_output=0x32, # KEY_2,
flashing=False, description="Comms")
#Target Panel
pad_state[0][7] = InputButton(0, 7, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x31, # KEY_1,
flashing=False, description="Target Panel")
#Systems Panel
pad_state[2][7] = InputButton(2, 7, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x34, # KEY_4,
flashing=False, description="Systems Panel")
#Sensors Panel
pad_state[1][8] = InputButton(1, 8, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x33, # KEY_3,
flashing=False, description="Role Panel")
#Galaxy Map
pad_state[0][3] = InputButton(0, 3, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x69, # KEY_I,
flashing=False, description="Galaxy Map")
#System Map
pad_state[1][3] = InputButton(1, 3, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x6F, # KEY_O
flashing=False, description="System Map")
# W
pad_state[1][5] = InputButton(1, 5, red=3, green=3, pressed_red=0, pressed_green=3,
key_output=0x77, # KEY_W,
flashing=False, description="Up")
# A
pad_state[0][6] = InputButton(0, 6, red=3, green=3, pressed_red=0, pressed_green=3,
key_output=0x61, # KEY_A,
flashing=False, description="Left")
# S
pad_state[1][7] = InputButton(1, 7, red=3, green=3, pressed_red=0, pressed_green=3,
key_output=0x73, # KEY_S,
flashing=False, description="Down")
# D
pad_state[2][6] = InputButton(2, 6, red=3, green=3, pressed_red=0, pressed_green=3,
key_output=0x64, # KEY_D,
flashing=False, description="Right")
#Select
pad_state[1][6] = InputButton(1, 6, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x20, # VK_SPACE,
flashing=False, description="Select")
#Previous Tab
pad_state[0][5] = InputButton(0, 5, red=1, green=2, pressed_red=3, pressed_green=0,
key_output=0x71, # KEY_Q,
flashing=False, description="Previous")
#Next Tab
pad_state[2][5] = InputButton(2, 5, red=1, green=2, pressed_red=3, pressed_green=0,
key_output=0x65, # KEY_E,
flashing=False, description="Next")
#Engines
pad_state[5][4] = InputButton(5, 4, red=3, green=0, pressed_red=0, pressed_green=3,
key_output=0xDA, # Up Arrow
flashing=False, description="Engines")
#Systems
pad_state[4][5] = InputButton(4, 5, red=3, green=0, pressed_red=0, pressed_green=3,
key_output=0xD8, # Left Arrow
flashing=False, description="Systems")
#Weapons
pad_state[6][5] = InputButton(6, 5, red=3, green=0, pressed_red=0, pressed_green=3,
key_output=0xD7, # Right arrow
flashing=False, description="Weapons")
#Reset
pad_state[5][5] = InputButton(5, 5, red=3, green=3, pressed_red=0, pressed_green=3,
key_output=0xD9, # Down arrow
flashing=False, description="Reset")
# callback mappings will keep this object from being garbage collected
_ = SystemsButtonGroup(systems_button=pad_state[4][5],
weapons_button=pad_state[6][5],
engines_button=pad_state[5][4],
reset_button=pad_state[5][5])
#Hardpoints
pad_state[8][6] = ToggleButton(8, 6, red=0, green=3, toggled_red=3, toggled_green=0,
key_output_set=0x75, # KEY_U,
key_output_cleared=0x75, flashing=True, description="Hardpoints")
#Next Weapon Group
pad_state[8][7] = InputButton(8, 7, red=3, green=3, pressed_red=3, pressed_green=0,
key_output=0x6E, # KEY_N,
flashing=False, description="Next Weapon Group")
#Previous Weapon Group
pad_state[8][8] = InputButton(8, 8, red=3, green=3, pressed_red=3, pressed_green=0,
key_output=0x6D, # KEY_M,
flashing=False, description="Previous Weapon Group")
#Wingman's Target
pad_state[7][6] = InputButton(7, 6, red=3, green=0, pressed_red=3, pressed_green=3,
key_output=0x30, # KEY_0,
flashing=False, description="Wingman Target")
#Front Target
pad_state[7][7] = InputButton(7, 7, red=3, green=0, pressed_red=3, pressed_green=3,
key_output=0x74, # KEY_T,
flashing=False, description="Front Target")
#Most Threatening Target
pad_state[7][8] = InputButton(7, 8, red=3, green=0, pressed_red=3, pressed_green=3,
key_output=0x68, # KEY_H,
flashing=False, description="Most Threatening Target")
#Next Target
pad_state[6][7] = InputButton(6, 7, red=3, green=3, pressed_red=3, pressed_green=0,
key_output=0x67, # KEY_G,
flashing=False, description="Next Target")
#Previous Target
pad_state[6][8] = InputButton(6, 8, red=3, green=3, pressed_red=3, pressed_green=0,
key_output=0x66, # KEY_F,
flashing=False, description="Previous Target")
#Next Target Subsystem
pad_state[5][7] = InputButton(5, 7, red=3, green=0, pressed_red=3, pressed_green=3,
key_output=0x79, # KEY_Y,
flashing=False, description="Next Subsystem")
#Previous Target Subsystem
pad_state[5][8] = InputButton(5, 8, red=3, green=0, pressed_red=3, pressed_green=3,
key_output=0x63, # KEY_C,
flashing=False, description="Previous Subsystem")
#Increase Sensor Range
pad_state[3][7] = InputButton(3, 7, red=1, green=2, pressed_red=0, pressed_green=3,
key_output=0xD3, # Page Up
flashing=False, description="Increase Range")
#Decrease Sensor Range
pad_state[3][8] = InputButton(3, 8, red=1, green=2, pressed_red=0, pressed_green=3,
key_output=0xD6, # Page Down
flashing=False, description="Decrease Range")
#Hyperspace
pad_state[7][0] = InputButton(7, 0, red=1, green=2, pressed_red=3, pressed_green=0,
key_output=0x2B, # Add
flashing=True, description="Hyperspace")
#Supercruise
pad_state[6][0] = InputButton(6, 0, red=1, green=2, pressed_red=3, pressed_green=0,
key_output=0x2A, # Multiply
flashing=True, description="Supercruise")
#Wingman 1
pad_state[1][1] = InputButton(1, 1, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x37, # KEY_7,
flashing=False, description="Wingman 1")
#Wingman 2
pad_state[2][1] = InputButton(2, 1, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x38, # KEY_8,
flashing=False, description="Wingman 2")
#Wingman 3
pad_state[3][1] = InputButton(3, 1, red=0, green=3, pressed_red=3, pressed_green=0,
key_output=0x39, # KEY_9,
flashing=False, description="Wingman 3")
#Wingman Nav-Lock
pad_state[4][1] = InputButton(4, 1, red=2, green=3, pressed_red=3, pressed_green=0,
key_output=0x2D, # Minus
flashing=False, description="Winman Nav-Lock")
#Cargo Scoop
pad_state[6][2] = ToggleButton(6, 2, red=3, green=3, toggled_red=3, toggled_green=0,
key_output_set=0xD2, # Home
key_output_cleared=0xD2, flashing=True, description="Cargo Scoop")
#Silent Running
pad_state[7][2] = ToggleButton(7, 2, red=3, green=0, toggled_red=3, toggled_green=3,
key_output_set=0xCC, # F11
key_output_cleared=0xCC, flashing=True, description="Silent Running")
#Jettison Cargo
pad_state[4][2] = InputButton(4, 2, red=3, green=0, pressed_red=3, pressed_green=3,
key_output=0xD5, # End
flashing=False, description="Jettison Cargo")