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Dependencies: mbed
Gamepad/Gamepad.cpp
- Committer:
- el17arm
- Date:
- 2019-05-09
- Revision:
- 68:8f4658b9eb0f
- Parent:
- 21:7a7a115d910d
File content as of revision 68:8f4658b9eb0f:
#include "Gamepad.h"
#include "mbed.h"
//////////// constructor/destructor ////////////
Gamepad::Gamepad()
:
_led1(new PwmOut(PTA1)),
_led2(new PwmOut(PTA2)),
_led3(new PwmOut(PTC2)),
_led4(new PwmOut(PTC3)),
_led5(new PwmOut(PTC4)),
_led6(new PwmOut(PTD3)),
_button_A(new InterruptIn(PTB9)),
_button_B(new InterruptIn(PTD0)),
_button_X(new InterruptIn(PTC17)),
_button_Y(new InterruptIn(PTC12)),
_button_L(new InterruptIn(PTB18)),
_button_R(new InterruptIn(PTB3)),
_button_back(new InterruptIn(PTB19)),
_button_start(new InterruptIn(PTC5)),
_button_joystick(new InterruptIn(PTC16)),
_vert(new AnalogIn(PTB10)),
_horiz(new AnalogIn(PTB11)),
_buzzer(new PwmOut(PTC10)),
_pot(new AnalogIn(PTB2)),
_timeout(new Timeout()),
_event_state(0),
_x0(0),
_y0(0)
{}
Gamepad::~Gamepad()
{
delete _led1,_led2,_led3,_led4,_led5,_led6;
delete _button_A,_button_B,_button_joystick,_vert,_horiz;
delete _button_X,_button_Y,_button_back,_button_start;
delete _button_L,_button_R, _buzzer, _pot, _timeout;
}
///////////////// public methods /////////////////
void Gamepad::init()
{
leds_off();
init_buttons();
// read centred values of joystick
_x0 = _horiz->read();
_y0 = _vert->read();
// clear all flags
_event_state = 0;
}
void Gamepad::leds_off()
{
leds(0.0);
}
void Gamepad::leds_on()
{
leds(1.0);
}
void Gamepad::leds(float val) const
{
if (val < 0.0f) {
val = 0.0f;
}
if (val > 1.0f) {
val = 1.0f;
}
// leds are active-low, so subtract from 1.0
// 0.0 corresponds to fully-off, 1.0 to fully-on
val = 1.0f - val;
_led1->write(val);
_led2->write(val);
_led3->write(val);
_led4->write(val);
_led5->write(val);
_led6->write(val);
}
void Gamepad::led(int n,float val) const
{
// ensure they are within vlaid range
if (val < 0.0f) {
val = 0.0f;
}
if (val > 1.0f) {
val = 1.0f;
}
switch (n) {
// check for valid LED number and set value
case 1:
_led1->write(1.0f-val); // active-low so subtract from 1
break;
case 2:
_led2->write(1.0f-val); // active-low so subtract from 1
break;
case 3:
_led3->write(1.0f-val); // active-low so subtract from 1
break;
case 4:
_led4->write(1.0f-val); // active-low so subtract from 1
break;
case 5:
_led5->write(1.0f-val); // active-low so subtract from 1
break;
case 6:
_led6->write(1.0f-val); // active-low so subtract from 1
break;
}
}
float Gamepad::read_pot() const
{
return _pot->read();
}
void Gamepad::tone(float frequency, float duration)
{
_buzzer->period(1.0f/frequency);
_buzzer->write(0.5); // 50% duty cycle - square wave
_timeout->attach(callback(this, &Gamepad::tone_off), duration );
}
bool Gamepad::check_event(GamepadEvent const id)
{
// Check whether event flag is set
if (_event_state[id]) {
_event_state.reset(id); // clear flag
return true;
} else {
return false;
}
}
// this method gets the magnitude of the joystick movement
float Gamepad::get_mag()
{
Polar p = get_polar();
return p.mag;
}
// this method gets the angle of joystick movement (0 to 360, 0 North)
float Gamepad::get_angle()
{
Polar p = get_polar();
return p.angle;
}
Direction Gamepad::get_direction()
{
float angle = get_angle(); // 0 to 360, -1 for centred
Direction d;
// partition 360 into segments and check which segment the angle is in
if (angle < 0.0f) {
d = CENTRE; // check for -1.0 angle
} else if (angle < 22.5f) { // then keep going in 45 degree increments
d = N;
} else if (angle < 67.5f) {
d = NE;
} else if (angle < 112.5f) {
d = E;
} else if (angle < 157.5f) {
d = SE;
} else if (angle < 202.5f) {
d = S;
} else if (angle < 247.5f) {
d = SW;
} else if (angle < 292.5f) {
d = W;
} else if (angle < 337.5f) {
d = NW;
} else {
d = N;
}
return d;
}
///////////////////// private methods ////////////////////////
void Gamepad::tone_off()
{
// called after timeout
_buzzer->write(0.0);
}
void Gamepad::init_buttons()
{
// turn on pull-downs as other side of button is connected to 3V3
// button is 0 when not pressed and 1 when pressed
_button_A->mode(PullDown);
_button_B->mode(PullDown);
_button_X->mode(PullDown);
_button_Y->mode(PullDown);
_button_back->mode(PullDown);
_button_start->mode(PullDown);
_button_L->mode(PullDown);
_button_R->mode(PullDown);
_button_joystick->mode(PullDown);
// therefore setup rising edge interrupts
_button_A->rise(callback(this,&Gamepad::a_isr));
_button_B->rise(callback(this,&Gamepad::b_isr));
_button_X->rise(callback(this,&Gamepad::x_isr));
_button_Y->rise(callback(this,&Gamepad::y_isr));
_button_L->rise(callback(this,&Gamepad::l_isr));
_button_R->rise(callback(this,&Gamepad::r_isr));
_button_start->rise(callback(this,&Gamepad::start_isr));
_button_back->rise(callback(this,&Gamepad::back_isr));
_button_joystick->rise(callback(this,&Gamepad::joy_isr));
}
// button interrupts ISRs
// Each of these simply sets the appropriate event bit in the _event_state
// variable
void Gamepad::a_isr()
{
_event_state.set(A_PRESSED);
}
void Gamepad::b_isr()
{
_event_state.set(B_PRESSED);
}
void Gamepad::x_isr()
{
_event_state.set(X_PRESSED);
}
void Gamepad::y_isr()
{
_event_state.set(Y_PRESSED);
}
void Gamepad::l_isr()
{
_event_state.set(L_PRESSED);
}
void Gamepad::r_isr()
{
_event_state.set(R_PRESSED);
}
void Gamepad::back_isr()
{
_event_state.set(BACK_PRESSED);
}
void Gamepad::start_isr()
{
_event_state.set(START_PRESSED);
}
void Gamepad::joy_isr()
{
_event_state.set(JOY_PRESSED);
}
// get raw joystick coordinate in range -1 to 1
// Direction (x,y)
// North (0,1)
// East (1,0)
// South (0,-1)
// West (-1,0)
Vector2D Gamepad::get_coord()
{
// read() returns value in range 0.0 to 1.0 so is scaled and centre value
// substracted to get values in the range -1.0 to 1.0
float x = 2.0f*( _horiz->read() - _x0 );
float y = 2.0f*( _vert->read() - _y0 );
// Note: the x value here is inverted to ensure the positive x is to the
// right. This is simply due to how the potentiometer on the joystick
// I was using was connected up. It could have been corrected in hardware
// by swapping the power supply pins. Instead it is done in software so may
// need to be changed depending on your wiring setup
Vector2D coord = {-x,y};
return coord;
}
// This maps the raw x,y coord onto a circular grid.
// See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
Vector2D Gamepad::get_mapped_coord()
{
Vector2D coord = get_coord();
// do the transformation
float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
Vector2D mapped_coord = {x,y};
return mapped_coord;
}
// this function converts the mapped coordinates into polar form
Polar Gamepad::get_polar()
{
// get the mapped coordinate
Vector2D coord = get_mapped_coord();
// at this point, 0 degrees (i.e. x-axis) will be defined to the East.
// We want 0 degrees to correspond to North and increase clockwise to 359
// like a compass heading, so we need to swap the axis and invert y
float x = coord.y;
float y = coord.x;
float mag = sqrt(x*x+y*y); // pythagoras
float angle = RAD2DEG*atan2(y,x);
// angle will be in range -180 to 180, so add 360 to negative angles to
// move to 0 to 360 range
if (angle < 0.0f) {
angle+=360.0f;
}
// the noise on the ADC causes the values of x and y to fluctuate slightly
// around the centred values. This causes the random angle values to get
// calculated when the joystick is centred and untouched. This is also when
// the magnitude is very small, so we can check for a small magnitude and then
// set the angle to -1. This will inform us when the angle is invalid and the
// joystick is centred
if (mag < TOL) {
mag = 0.0f;
angle = -1.0f;
}
Polar p = {mag,angle};
return p;
}