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Dependencies: mbed
Gamepad.cpp
00001 #include "Gamepad.h" 00002 00003 #include "mbed.h" 00004 00005 //////////// constructor/destructor //////////// 00006 Gamepad::Gamepad() 00007 : 00008 _led1(new PwmOut(PTA2)), 00009 _led2(new PwmOut(PTC2)), 00010 _led3(new PwmOut(PTC3)), 00011 _led4(new PwmOut(PTA1)), 00012 _led5(new PwmOut(PTC10)), 00013 _led6(new PwmOut(PTC11)), 00014 00015 _button_A(new InterruptIn(PTC7)), 00016 _button_B(new InterruptIn(PTC9)), 00017 _button_X(new InterruptIn(PTC5)), 00018 _button_Y(new InterruptIn(PTC0)), 00019 _button_start(new InterruptIn(PTC8)), 00020 00021 00022 _vert(new AnalogIn(PTB11)), 00023 _horiz(new AnalogIn(PTB10)), 00024 00025 00026 _speaker(new AnalogOut(DAC0_OUT)), 00027 00028 /* 00029 _pot1(new AnalogIn(PTB2)), 00030 _pot2(new AnalogIn(PTB3)), 00031 00032 _speaker(new AnalogOut(DAC0_OUT)), 00033 _ticker(new Ticker()), 00034 _timeout(new Timeout()), 00035 */ 00036 _timeout(new Timeout()), 00037 _ticker(new Ticker()), 00038 00039 00040 _x0(0), 00041 _y0(0) 00042 {} 00043 00044 00045 ///////////////// public methods ///////////////// 00046 00047 void Gamepad::init() 00048 { 00049 leds_off(); 00050 00051 // read centred values of joystick 00052 _x0 = _horiz->read(); 00053 _y0 = _vert->read(); 00054 00055 // Set all buttons to PullUp 00056 _button_A->mode(PullUp); 00057 _button_B->mode(PullUp); 00058 _button_X->mode(PullUp); 00059 _button_Y->mode(PullUp); 00060 _button_start->mode(PullUp); 00061 00062 // Set up interrupts for the fall of buttons 00063 _button_A->fall(callback(this,&Gamepad::A_fall_interrupt)); 00064 _button_B->fall(callback(this,&Gamepad::B_fall_interrupt)); 00065 _button_X->fall(callback(this,&Gamepad::X_fall_interrupt)); 00066 _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt)); 00067 _button_start->fall(callback(this,&Gamepad::start_fall_interrupt)); 00068 00069 // initalise button flags 00070 reset_buttons(); 00071 00072 // Initalise speaker as low 00073 _speaker->write(0); 00074 } 00075 00076 void Gamepad::leds_off() 00077 { 00078 leds(0.0); 00079 } 00080 00081 void Gamepad::leds_on() 00082 { 00083 leds(1.0); 00084 } 00085 00086 void Gamepad::leds(float val) const 00087 { 00088 if (val < 0.0f) { 00089 val = 0.0f; 00090 } 00091 if (val > 1.0f) { 00092 val = 1.0f; 00093 } 00094 00095 // leds are active-low, so subtract from 1.0 00096 // 0.0 corresponds to fully-off, 1.0 to fully-on 00097 val = 1.0f - val; 00098 00099 _led1->write(val); 00100 _led2->write(val); 00101 _led3->write(val); 00102 _led4->write(val); 00103 _led5->write(val); 00104 _led6->write(val); 00105 } 00106 00107 void Gamepad::led(int n,float val) const 00108 { 00109 // ensure they are within valid range 00110 if (val < 0.0f) { 00111 val = 0.0f; 00112 } 00113 if (val > 1.0f) { 00114 val = 1.0f; 00115 } 00116 00117 switch (n) { 00118 00119 // check for valid LED number and set value 00120 00121 case 1: 00122 _led1->write(1.0f-val); // active-low so subtract from 1 00123 break; 00124 case 2: 00125 _led2->write(1.0f-val); // active-low so subtract from 1 00126 break; 00127 case 3: 00128 _led3->write(1.0f-val); // active-low so subtract from 1 00129 break; 00130 case 4: 00131 _led4->write(1.0f-val); // active-low so subtract from 1 00132 break; 00133 case 5: 00134 _led5->write(1.0f-val); // active-low so subtract from 1 00135 break; 00136 case 6: 00137 _led6->write(1.0f-val); // active-low so subtract from 1 00138 break; 00139 00140 } 00141 } 00142 00143 float Gamepad::read_pot1() const 00144 { 00145 return _pot1->read(); 00146 } 00147 00148 float Gamepad::read_pot2() const 00149 { 00150 return _pot2->read(); 00151 } 00152 00153 void Gamepad::tone(float frequency, float duration) 00154 { 00155 // Too low frequencys can damage the speaker 00156 if (frequency < 1000) { 00157 return; 00158 } 00159 // Generates a square wave by flipping the dac from 1 to 0 00160 // and vice versa at half the time period 00161 _ticker->attach(callback(this,&Gamepad::flip_DAC),(1.0f/frequency)*0.5f); 00162 00163 // After the duration the ticker is detached. 00164 _timeout->attach(callback(this, &Gamepad::tone_off), duration ); 00165 } 00166 00167 00168 00169 // this method gets the magnitude of the joystick movement 00170 float Gamepad::get_mag() 00171 { 00172 Polar p = get_polar(); 00173 return p.mag; 00174 } 00175 00176 // this method gets the angle of joystick movement (0 to 360, 0 North) 00177 float Gamepad::get_angle() 00178 { 00179 Polar p = get_polar(); 00180 return p.angle; 00181 } 00182 00183 Direction Gamepad::get_direction() 00184 { 00185 float angle = get_angle(); // 0 to 360, -1 for centred 00186 00187 Direction d; 00188 // partition 360 into segments and check which segment the angle is in 00189 if (angle < 0.0f) { 00190 d = CENTRE; // check for -1.0 angle 00191 } else if (angle < 22.5f) { // then keep going in 45 degree increments 00192 d = N; 00193 } else if (angle < 67.5f) { 00194 d = NE; 00195 } else if (angle < 112.5f) { 00196 d = E; 00197 } else if (angle < 157.5f) { 00198 d = SE; 00199 } else if (angle < 202.5f) { 00200 d = S; 00201 } else if (angle < 247.5f) { 00202 d = SW; 00203 } else if (angle < 292.5f) { 00204 d = W; 00205 } else if (angle < 337.5f) { 00206 d = NW; 00207 } else { 00208 d = N; 00209 } 00210 00211 return d; 00212 } 00213 00214 void Gamepad::reset_buttons() { 00215 A_fall = B_fall = X_fall = Y_fall = start_fall = false; 00216 } 00217 00218 bool Gamepad::A_pressed() { 00219 if (A_fall) { 00220 A_fall = false; 00221 return true; 00222 } else { 00223 return false; 00224 } 00225 } 00226 00227 bool Gamepad::B_pressed() { 00228 if (B_fall) { 00229 B_fall = false; 00230 return true; 00231 } else { 00232 return false; 00233 } 00234 } 00235 00236 bool Gamepad::X_pressed() { 00237 if (X_fall) { 00238 X_fall = false; 00239 return true; 00240 } else { 00241 return false; 00242 } 00243 } 00244 00245 bool Gamepad::Y_pressed() { 00246 if (Y_fall) { 00247 Y_fall = false; 00248 return true; 00249 } else { 00250 return false; 00251 } 00252 } 00253 00254 bool Gamepad::start_pressed() { 00255 if (start_fall) { 00256 start_fall = false; 00257 return true; 00258 } else { 00259 return false; 00260 } 00261 } 00262 00263 bool Gamepad::A_held() { 00264 // Buttons are configured as PullUp hence the not 00265 return !_button_A->read(); 00266 } 00267 00268 bool Gamepad::B_held() { 00269 return !_button_B->read(); 00270 } 00271 00272 bool Gamepad::X_held() { 00273 return !_button_X->read(); 00274 } 00275 00276 bool Gamepad::Y_held() { 00277 return !_button_Y->read(); 00278 } 00279 00280 bool Gamepad::start_held() { 00281 return !_button_start->read(); 00282 } 00283 00284 ///////////////////// private methods //////////////////////// 00285 00286 void Gamepad::tone_off() 00287 { 00288 _ticker->detach(); 00289 } 00290 00291 void Gamepad::flip_DAC() 00292 { 00293 if (_speaker->read() == 1) { 00294 _speaker->write(0); 00295 } else { 00296 _speaker->write(1); 00297 } 00298 } 00299 00300 00301 00302 // get raw joystick coordinate in range -1 to 1 00303 // Direction (x,y) 00304 // North (0,1) 00305 // East (1,0) 00306 // South (0,-1) 00307 // West (-1,0) 00308 Vector2D Gamepad::get_coord() 00309 { 00310 // read() returns value in range 0.0 to 1.0 so is scaled and centre value 00311 // substracted to get values in the range -1.0 to 1.0 00312 float x = 2.0f*( _horiz->read() - _x0 ); 00313 float y = 2.0f*( _vert->read() - _y0 ); 00314 00315 // Note: the x value here is inverted to ensure the positive x is to the 00316 // right. This is simply due to how the potentiometer on the joystick 00317 // I was using was connected up. It could have been corrected in hardware 00318 // by swapping the power supply pins. Instead it is done in software so may 00319 // need to be changed depending on your wiring setup 00320 00321 Vector2D coord = {-x,y}; 00322 return coord; 00323 } 00324 00325 // This maps the raw x,y coord onto a circular grid. 00326 // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html 00327 Vector2D Gamepad::get_mapped_coord() 00328 { 00329 Vector2D coord = get_coord(); 00330 00331 // do the transformation 00332 float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f); 00333 float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f); 00334 00335 Vector2D mapped_coord = {-x,-y}; 00336 return mapped_coord; 00337 } 00338 00339 // this function converts the mapped coordinates into polar form 00340 Polar Gamepad::get_polar() 00341 { 00342 // get the mapped coordinate 00343 Vector2D coord = get_mapped_coord(); 00344 00345 // at this point, 0 degrees (i.e. x-axis) will be defined to the East. 00346 // We want 0 degrees to correspond to North and increase clockwise to 359 00347 // like a compass heading, so we need to swap the axis and invert y 00348 float x = coord.y; 00349 float y = coord.x; 00350 00351 float mag = sqrt(x*x+y*y); // pythagoras 00352 float angle = RAD2DEG*atan2(y,x); 00353 // angle will be in range -180 to 180, so add 360 to negative angles to 00354 // move to 0 to 360 range 00355 if (angle < 0.0f) { 00356 angle+=360.0f; 00357 } 00358 00359 // the noise on the ADC causes the values of x and y to fluctuate slightly 00360 // around the centred values. This causes the random angle values to get 00361 // calculated when the joystick is centred and untouched. This is also when 00362 // the magnitude is very small, so we can check for a small magnitude and then 00363 // set the angle to -1. This will inform us when the angle is invalid and the 00364 // joystick is centred 00365 00366 if (mag < TOL) { 00367 mag = 0.0f; 00368 angle = -1.0f; 00369 } 00370 00371 Polar p = {mag,angle}; 00372 return p; 00373 } 00374 00375 // ISRs for buttons 00376 void Gamepad::A_fall_interrupt() { 00377 A_fall = true; 00378 } 00379 void Gamepad::B_fall_interrupt() { 00380 B_fall = true; 00381 } 00382 void Gamepad::X_fall_interrupt() { 00383 X_fall = true; 00384 } 00385 void Gamepad::Y_fall_interrupt() { 00386 Y_fall = true; 00387 } 00388 void Gamepad::start_fall_interrupt() { 00389 start_fall = true; 00390 }
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