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Dependencies: mbed
Diff: Gamepad2/Gamepad.cpp
- Revision:
- 0:fde420d18f42
diff -r 000000000000 -r fde420d18f42 Gamepad2/Gamepad.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Gamepad2/Gamepad.cpp Fri May 22 09:42:51 2020 +0000 @@ -0,0 +1,390 @@ +#include "Gamepad.h" + +#include "mbed.h" + +//////////// constructor/destructor //////////// +Gamepad::Gamepad() + : + _led1(new PwmOut(PTA2)), + _led2(new PwmOut(PTC2)), + _led3(new PwmOut(PTC3)), + _led4(new PwmOut(PTA1)), + _led5(new PwmOut(PTC10)), + _led6(new PwmOut(PTC11)), + + _button_A(new InterruptIn(PTC7)), + _button_B(new InterruptIn(PTC9)), + _button_X(new InterruptIn(PTC5)), + _button_Y(new InterruptIn(PTC0)), + _button_start(new InterruptIn(PTC8)), + + + _vert(new AnalogIn(PTB11)), + _horiz(new AnalogIn(PTB10)), + + + _speaker(new AnalogOut(DAC0_OUT)), + +/* + _pot1(new AnalogIn(PTB2)), + _pot2(new AnalogIn(PTB3)), + + _speaker(new AnalogOut(DAC0_OUT)), + _ticker(new Ticker()), + _timeout(new Timeout()), +*/ + _timeout(new Timeout()), + _ticker(new Ticker()), + + + _x0(0), + _y0(0) +{} + + +///////////////// public methods ///////////////// + +void Gamepad::init() +{ + leds_off(); + + // read centred values of joystick + _x0 = _horiz->read(); + _y0 = _vert->read(); + + // Set all buttons to PullUp + _button_A->mode(PullUp); + _button_B->mode(PullUp); + _button_X->mode(PullUp); + _button_Y->mode(PullUp); + _button_start->mode(PullUp); + + // Set up interrupts for the fall of buttons + _button_A->fall(callback(this,&Gamepad::A_fall_interrupt)); + _button_B->fall(callback(this,&Gamepad::B_fall_interrupt)); + _button_X->fall(callback(this,&Gamepad::X_fall_interrupt)); + _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt)); + _button_start->fall(callback(this,&Gamepad::start_fall_interrupt)); + + // initalise button flags + reset_buttons(); + + // Initalise speaker as low + _speaker->write(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 valid 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_pot1() const +{ + return _pot1->read(); +} + +float Gamepad::read_pot2() const +{ + return _pot2->read(); +} + +void Gamepad::tone(float frequency, float duration) +{ + // Too low frequencys can damage the speaker + if (frequency < 1000) { + return; + } + // Generates a square wave by flipping the dac from 1 to 0 + // and vice versa at half the time period + _ticker->attach(callback(this,&Gamepad::flip_DAC),(1.0f/frequency)*0.5f); + + // After the duration the ticker is detached. + _timeout->attach(callback(this, &Gamepad::tone_off), duration ); +} + + + +// 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; +} + +void Gamepad::reset_buttons() { + A_fall = B_fall = X_fall = Y_fall = start_fall = false; +} + +bool Gamepad::A_pressed() { + if (A_fall) { + A_fall = false; + return true; + } else { + return false; + } +} + +bool Gamepad::B_pressed() { + if (B_fall) { + B_fall = false; + return true; + } else { + return false; + } +} + +bool Gamepad::X_pressed() { + if (X_fall) { + X_fall = false; + return true; + } else { + return false; + } +} + +bool Gamepad::Y_pressed() { + if (Y_fall) { + Y_fall = false; + return true; + } else { + return false; + } +} + +bool Gamepad::start_pressed() { + if (start_fall) { + start_fall = false; + return true; + } else { + return false; + } +} + +bool Gamepad::A_held() { + // Buttons are configured as PullUp hence the not + return !_button_A->read(); +} + +bool Gamepad::B_held() { + return !_button_B->read(); +} + +bool Gamepad::X_held() { + return !_button_X->read(); +} + +bool Gamepad::Y_held() { + return !_button_Y->read(); +} + +bool Gamepad::start_held() { + return !_button_start->read(); +} + +///////////////////// private methods //////////////////////// + +void Gamepad::tone_off() +{ + _ticker->detach(); +} + +void Gamepad::flip_DAC() +{ + if (_speaker->read() == 1) { + _speaker->write(0); + } else { + _speaker->write(1); + } +} + + + +// 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; +} + +// ISRs for buttons +void Gamepad::A_fall_interrupt() { + A_fall = true; +} +void Gamepad::B_fall_interrupt() { + B_fall = true; +} +void Gamepad::X_fall_interrupt() { + X_fall = true; +} +void Gamepad::Y_fall_interrupt() { + Y_fall = true; +} +void Gamepad::start_fall_interrupt() { + start_fall = true; +}