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Dependencies: mbed
Gamepad2/Gamepad.cpp@0:fde420d18f42, 2020-05-22 (annotated)
- Committer:
- Nicholas75179
- Date:
- Fri May 22 09:42:51 2020 +0000
- Revision:
- 0:fde420d18f42
final commit;
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
Nicholas75179 | 0:fde420d18f42 | 1 | #include "Gamepad.h" |
Nicholas75179 | 0:fde420d18f42 | 2 | |
Nicholas75179 | 0:fde420d18f42 | 3 | #include "mbed.h" |
Nicholas75179 | 0:fde420d18f42 | 4 | |
Nicholas75179 | 0:fde420d18f42 | 5 | //////////// constructor/destructor //////////// |
Nicholas75179 | 0:fde420d18f42 | 6 | Gamepad::Gamepad() |
Nicholas75179 | 0:fde420d18f42 | 7 | : |
Nicholas75179 | 0:fde420d18f42 | 8 | _led1(new PwmOut(PTA2)), |
Nicholas75179 | 0:fde420d18f42 | 9 | _led2(new PwmOut(PTC2)), |
Nicholas75179 | 0:fde420d18f42 | 10 | _led3(new PwmOut(PTC3)), |
Nicholas75179 | 0:fde420d18f42 | 11 | _led4(new PwmOut(PTA1)), |
Nicholas75179 | 0:fde420d18f42 | 12 | _led5(new PwmOut(PTC10)), |
Nicholas75179 | 0:fde420d18f42 | 13 | _led6(new PwmOut(PTC11)), |
Nicholas75179 | 0:fde420d18f42 | 14 | |
Nicholas75179 | 0:fde420d18f42 | 15 | _button_A(new InterruptIn(PTC7)), |
Nicholas75179 | 0:fde420d18f42 | 16 | _button_B(new InterruptIn(PTC9)), |
Nicholas75179 | 0:fde420d18f42 | 17 | _button_X(new InterruptIn(PTC5)), |
Nicholas75179 | 0:fde420d18f42 | 18 | _button_Y(new InterruptIn(PTC0)), |
Nicholas75179 | 0:fde420d18f42 | 19 | _button_start(new InterruptIn(PTC8)), |
Nicholas75179 | 0:fde420d18f42 | 20 | |
Nicholas75179 | 0:fde420d18f42 | 21 | |
Nicholas75179 | 0:fde420d18f42 | 22 | _vert(new AnalogIn(PTB11)), |
Nicholas75179 | 0:fde420d18f42 | 23 | _horiz(new AnalogIn(PTB10)), |
Nicholas75179 | 0:fde420d18f42 | 24 | |
Nicholas75179 | 0:fde420d18f42 | 25 | |
Nicholas75179 | 0:fde420d18f42 | 26 | _speaker(new AnalogOut(DAC0_OUT)), |
Nicholas75179 | 0:fde420d18f42 | 27 | |
Nicholas75179 | 0:fde420d18f42 | 28 | /* |
Nicholas75179 | 0:fde420d18f42 | 29 | _pot1(new AnalogIn(PTB2)), |
Nicholas75179 | 0:fde420d18f42 | 30 | _pot2(new AnalogIn(PTB3)), |
Nicholas75179 | 0:fde420d18f42 | 31 | |
Nicholas75179 | 0:fde420d18f42 | 32 | _speaker(new AnalogOut(DAC0_OUT)), |
Nicholas75179 | 0:fde420d18f42 | 33 | _ticker(new Ticker()), |
Nicholas75179 | 0:fde420d18f42 | 34 | _timeout(new Timeout()), |
Nicholas75179 | 0:fde420d18f42 | 35 | */ |
Nicholas75179 | 0:fde420d18f42 | 36 | _timeout(new Timeout()), |
Nicholas75179 | 0:fde420d18f42 | 37 | _ticker(new Ticker()), |
Nicholas75179 | 0:fde420d18f42 | 38 | |
Nicholas75179 | 0:fde420d18f42 | 39 | |
Nicholas75179 | 0:fde420d18f42 | 40 | _x0(0), |
Nicholas75179 | 0:fde420d18f42 | 41 | _y0(0) |
Nicholas75179 | 0:fde420d18f42 | 42 | {} |
Nicholas75179 | 0:fde420d18f42 | 43 | |
Nicholas75179 | 0:fde420d18f42 | 44 | |
Nicholas75179 | 0:fde420d18f42 | 45 | ///////////////// public methods ///////////////// |
Nicholas75179 | 0:fde420d18f42 | 46 | |
Nicholas75179 | 0:fde420d18f42 | 47 | void Gamepad::init() |
Nicholas75179 | 0:fde420d18f42 | 48 | { |
Nicholas75179 | 0:fde420d18f42 | 49 | leds_off(); |
Nicholas75179 | 0:fde420d18f42 | 50 | |
Nicholas75179 | 0:fde420d18f42 | 51 | // read centred values of joystick |
Nicholas75179 | 0:fde420d18f42 | 52 | _x0 = _horiz->read(); |
Nicholas75179 | 0:fde420d18f42 | 53 | _y0 = _vert->read(); |
Nicholas75179 | 0:fde420d18f42 | 54 | |
Nicholas75179 | 0:fde420d18f42 | 55 | // Set all buttons to PullUp |
Nicholas75179 | 0:fde420d18f42 | 56 | _button_A->mode(PullUp); |
Nicholas75179 | 0:fde420d18f42 | 57 | _button_B->mode(PullUp); |
Nicholas75179 | 0:fde420d18f42 | 58 | _button_X->mode(PullUp); |
Nicholas75179 | 0:fde420d18f42 | 59 | _button_Y->mode(PullUp); |
Nicholas75179 | 0:fde420d18f42 | 60 | _button_start->mode(PullUp); |
Nicholas75179 | 0:fde420d18f42 | 61 | |
Nicholas75179 | 0:fde420d18f42 | 62 | // Set up interrupts for the fall of buttons |
Nicholas75179 | 0:fde420d18f42 | 63 | _button_A->fall(callback(this,&Gamepad::A_fall_interrupt)); |
Nicholas75179 | 0:fde420d18f42 | 64 | _button_B->fall(callback(this,&Gamepad::B_fall_interrupt)); |
Nicholas75179 | 0:fde420d18f42 | 65 | _button_X->fall(callback(this,&Gamepad::X_fall_interrupt)); |
Nicholas75179 | 0:fde420d18f42 | 66 | _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt)); |
Nicholas75179 | 0:fde420d18f42 | 67 | _button_start->fall(callback(this,&Gamepad::start_fall_interrupt)); |
Nicholas75179 | 0:fde420d18f42 | 68 | |
Nicholas75179 | 0:fde420d18f42 | 69 | // initalise button flags |
Nicholas75179 | 0:fde420d18f42 | 70 | reset_buttons(); |
Nicholas75179 | 0:fde420d18f42 | 71 | |
Nicholas75179 | 0:fde420d18f42 | 72 | // Initalise speaker as low |
Nicholas75179 | 0:fde420d18f42 | 73 | _speaker->write(0); |
Nicholas75179 | 0:fde420d18f42 | 74 | } |
Nicholas75179 | 0:fde420d18f42 | 75 | |
Nicholas75179 | 0:fde420d18f42 | 76 | void Gamepad::leds_off() |
Nicholas75179 | 0:fde420d18f42 | 77 | { |
Nicholas75179 | 0:fde420d18f42 | 78 | leds(0.0); |
Nicholas75179 | 0:fde420d18f42 | 79 | } |
Nicholas75179 | 0:fde420d18f42 | 80 | |
Nicholas75179 | 0:fde420d18f42 | 81 | void Gamepad::leds_on() |
Nicholas75179 | 0:fde420d18f42 | 82 | { |
Nicholas75179 | 0:fde420d18f42 | 83 | leds(1.0); |
Nicholas75179 | 0:fde420d18f42 | 84 | } |
Nicholas75179 | 0:fde420d18f42 | 85 | |
Nicholas75179 | 0:fde420d18f42 | 86 | void Gamepad::leds(float val) const |
Nicholas75179 | 0:fde420d18f42 | 87 | { |
Nicholas75179 | 0:fde420d18f42 | 88 | if (val < 0.0f) { |
Nicholas75179 | 0:fde420d18f42 | 89 | val = 0.0f; |
Nicholas75179 | 0:fde420d18f42 | 90 | } |
Nicholas75179 | 0:fde420d18f42 | 91 | if (val > 1.0f) { |
Nicholas75179 | 0:fde420d18f42 | 92 | val = 1.0f; |
Nicholas75179 | 0:fde420d18f42 | 93 | } |
Nicholas75179 | 0:fde420d18f42 | 94 | |
Nicholas75179 | 0:fde420d18f42 | 95 | // leds are active-low, so subtract from 1.0 |
Nicholas75179 | 0:fde420d18f42 | 96 | // 0.0 corresponds to fully-off, 1.0 to fully-on |
Nicholas75179 | 0:fde420d18f42 | 97 | val = 1.0f - val; |
Nicholas75179 | 0:fde420d18f42 | 98 | |
Nicholas75179 | 0:fde420d18f42 | 99 | _led1->write(val); |
Nicholas75179 | 0:fde420d18f42 | 100 | _led2->write(val); |
Nicholas75179 | 0:fde420d18f42 | 101 | _led3->write(val); |
Nicholas75179 | 0:fde420d18f42 | 102 | _led4->write(val); |
Nicholas75179 | 0:fde420d18f42 | 103 | _led5->write(val); |
Nicholas75179 | 0:fde420d18f42 | 104 | _led6->write(val); |
Nicholas75179 | 0:fde420d18f42 | 105 | } |
Nicholas75179 | 0:fde420d18f42 | 106 | |
Nicholas75179 | 0:fde420d18f42 | 107 | void Gamepad::led(int n,float val) const |
Nicholas75179 | 0:fde420d18f42 | 108 | { |
Nicholas75179 | 0:fde420d18f42 | 109 | // ensure they are within valid range |
Nicholas75179 | 0:fde420d18f42 | 110 | if (val < 0.0f) { |
Nicholas75179 | 0:fde420d18f42 | 111 | val = 0.0f; |
Nicholas75179 | 0:fde420d18f42 | 112 | } |
Nicholas75179 | 0:fde420d18f42 | 113 | if (val > 1.0f) { |
Nicholas75179 | 0:fde420d18f42 | 114 | val = 1.0f; |
Nicholas75179 | 0:fde420d18f42 | 115 | } |
Nicholas75179 | 0:fde420d18f42 | 116 | |
Nicholas75179 | 0:fde420d18f42 | 117 | switch (n) { |
Nicholas75179 | 0:fde420d18f42 | 118 | |
Nicholas75179 | 0:fde420d18f42 | 119 | // check for valid LED number and set value |
Nicholas75179 | 0:fde420d18f42 | 120 | |
Nicholas75179 | 0:fde420d18f42 | 121 | case 1: |
Nicholas75179 | 0:fde420d18f42 | 122 | _led1->write(1.0f-val); // active-low so subtract from 1 |
Nicholas75179 | 0:fde420d18f42 | 123 | break; |
Nicholas75179 | 0:fde420d18f42 | 124 | case 2: |
Nicholas75179 | 0:fde420d18f42 | 125 | _led2->write(1.0f-val); // active-low so subtract from 1 |
Nicholas75179 | 0:fde420d18f42 | 126 | break; |
Nicholas75179 | 0:fde420d18f42 | 127 | case 3: |
Nicholas75179 | 0:fde420d18f42 | 128 | _led3->write(1.0f-val); // active-low so subtract from 1 |
Nicholas75179 | 0:fde420d18f42 | 129 | break; |
Nicholas75179 | 0:fde420d18f42 | 130 | case 4: |
Nicholas75179 | 0:fde420d18f42 | 131 | _led4->write(1.0f-val); // active-low so subtract from 1 |
Nicholas75179 | 0:fde420d18f42 | 132 | break; |
Nicholas75179 | 0:fde420d18f42 | 133 | case 5: |
Nicholas75179 | 0:fde420d18f42 | 134 | _led5->write(1.0f-val); // active-low so subtract from 1 |
Nicholas75179 | 0:fde420d18f42 | 135 | break; |
Nicholas75179 | 0:fde420d18f42 | 136 | case 6: |
Nicholas75179 | 0:fde420d18f42 | 137 | _led6->write(1.0f-val); // active-low so subtract from 1 |
Nicholas75179 | 0:fde420d18f42 | 138 | break; |
Nicholas75179 | 0:fde420d18f42 | 139 | |
Nicholas75179 | 0:fde420d18f42 | 140 | } |
Nicholas75179 | 0:fde420d18f42 | 141 | } |
Nicholas75179 | 0:fde420d18f42 | 142 | |
Nicholas75179 | 0:fde420d18f42 | 143 | float Gamepad::read_pot1() const |
Nicholas75179 | 0:fde420d18f42 | 144 | { |
Nicholas75179 | 0:fde420d18f42 | 145 | return _pot1->read(); |
Nicholas75179 | 0:fde420d18f42 | 146 | } |
Nicholas75179 | 0:fde420d18f42 | 147 | |
Nicholas75179 | 0:fde420d18f42 | 148 | float Gamepad::read_pot2() const |
Nicholas75179 | 0:fde420d18f42 | 149 | { |
Nicholas75179 | 0:fde420d18f42 | 150 | return _pot2->read(); |
Nicholas75179 | 0:fde420d18f42 | 151 | } |
Nicholas75179 | 0:fde420d18f42 | 152 | |
Nicholas75179 | 0:fde420d18f42 | 153 | void Gamepad::tone(float frequency, float duration) |
Nicholas75179 | 0:fde420d18f42 | 154 | { |
Nicholas75179 | 0:fde420d18f42 | 155 | // Too low frequencys can damage the speaker |
Nicholas75179 | 0:fde420d18f42 | 156 | if (frequency < 1000) { |
Nicholas75179 | 0:fde420d18f42 | 157 | return; |
Nicholas75179 | 0:fde420d18f42 | 158 | } |
Nicholas75179 | 0:fde420d18f42 | 159 | // Generates a square wave by flipping the dac from 1 to 0 |
Nicholas75179 | 0:fde420d18f42 | 160 | // and vice versa at half the time period |
Nicholas75179 | 0:fde420d18f42 | 161 | _ticker->attach(callback(this,&Gamepad::flip_DAC),(1.0f/frequency)*0.5f); |
Nicholas75179 | 0:fde420d18f42 | 162 | |
Nicholas75179 | 0:fde420d18f42 | 163 | // After the duration the ticker is detached. |
Nicholas75179 | 0:fde420d18f42 | 164 | _timeout->attach(callback(this, &Gamepad::tone_off), duration ); |
Nicholas75179 | 0:fde420d18f42 | 165 | } |
Nicholas75179 | 0:fde420d18f42 | 166 | |
Nicholas75179 | 0:fde420d18f42 | 167 | |
Nicholas75179 | 0:fde420d18f42 | 168 | |
Nicholas75179 | 0:fde420d18f42 | 169 | // this method gets the magnitude of the joystick movement |
Nicholas75179 | 0:fde420d18f42 | 170 | float Gamepad::get_mag() |
Nicholas75179 | 0:fde420d18f42 | 171 | { |
Nicholas75179 | 0:fde420d18f42 | 172 | Polar p = get_polar(); |
Nicholas75179 | 0:fde420d18f42 | 173 | return p.mag; |
Nicholas75179 | 0:fde420d18f42 | 174 | } |
Nicholas75179 | 0:fde420d18f42 | 175 | |
Nicholas75179 | 0:fde420d18f42 | 176 | // this method gets the angle of joystick movement (0 to 360, 0 North) |
Nicholas75179 | 0:fde420d18f42 | 177 | float Gamepad::get_angle() |
Nicholas75179 | 0:fde420d18f42 | 178 | { |
Nicholas75179 | 0:fde420d18f42 | 179 | Polar p = get_polar(); |
Nicholas75179 | 0:fde420d18f42 | 180 | return p.angle; |
Nicholas75179 | 0:fde420d18f42 | 181 | } |
Nicholas75179 | 0:fde420d18f42 | 182 | |
Nicholas75179 | 0:fde420d18f42 | 183 | Direction Gamepad::get_direction() |
Nicholas75179 | 0:fde420d18f42 | 184 | { |
Nicholas75179 | 0:fde420d18f42 | 185 | float angle = get_angle(); // 0 to 360, -1 for centred |
Nicholas75179 | 0:fde420d18f42 | 186 | |
Nicholas75179 | 0:fde420d18f42 | 187 | Direction d; |
Nicholas75179 | 0:fde420d18f42 | 188 | // partition 360 into segments and check which segment the angle is in |
Nicholas75179 | 0:fde420d18f42 | 189 | if (angle < 0.0f) { |
Nicholas75179 | 0:fde420d18f42 | 190 | d = CENTRE; // check for -1.0 angle |
Nicholas75179 | 0:fde420d18f42 | 191 | } else if (angle < 22.5f) { // then keep going in 45 degree increments |
Nicholas75179 | 0:fde420d18f42 | 192 | d = N; |
Nicholas75179 | 0:fde420d18f42 | 193 | } else if (angle < 67.5f) { |
Nicholas75179 | 0:fde420d18f42 | 194 | d = NE; |
Nicholas75179 | 0:fde420d18f42 | 195 | } else if (angle < 112.5f) { |
Nicholas75179 | 0:fde420d18f42 | 196 | d = E; |
Nicholas75179 | 0:fde420d18f42 | 197 | } else if (angle < 157.5f) { |
Nicholas75179 | 0:fde420d18f42 | 198 | d = SE; |
Nicholas75179 | 0:fde420d18f42 | 199 | } else if (angle < 202.5f) { |
Nicholas75179 | 0:fde420d18f42 | 200 | d = S; |
Nicholas75179 | 0:fde420d18f42 | 201 | } else if (angle < 247.5f) { |
Nicholas75179 | 0:fde420d18f42 | 202 | d = SW; |
Nicholas75179 | 0:fde420d18f42 | 203 | } else if (angle < 292.5f) { |
Nicholas75179 | 0:fde420d18f42 | 204 | d = W; |
Nicholas75179 | 0:fde420d18f42 | 205 | } else if (angle < 337.5f) { |
Nicholas75179 | 0:fde420d18f42 | 206 | d = NW; |
Nicholas75179 | 0:fde420d18f42 | 207 | } else { |
Nicholas75179 | 0:fde420d18f42 | 208 | d = N; |
Nicholas75179 | 0:fde420d18f42 | 209 | } |
Nicholas75179 | 0:fde420d18f42 | 210 | |
Nicholas75179 | 0:fde420d18f42 | 211 | return d; |
Nicholas75179 | 0:fde420d18f42 | 212 | } |
Nicholas75179 | 0:fde420d18f42 | 213 | |
Nicholas75179 | 0:fde420d18f42 | 214 | void Gamepad::reset_buttons() { |
Nicholas75179 | 0:fde420d18f42 | 215 | A_fall = B_fall = X_fall = Y_fall = start_fall = false; |
Nicholas75179 | 0:fde420d18f42 | 216 | } |
Nicholas75179 | 0:fde420d18f42 | 217 | |
Nicholas75179 | 0:fde420d18f42 | 218 | bool Gamepad::A_pressed() { |
Nicholas75179 | 0:fde420d18f42 | 219 | if (A_fall) { |
Nicholas75179 | 0:fde420d18f42 | 220 | A_fall = false; |
Nicholas75179 | 0:fde420d18f42 | 221 | return true; |
Nicholas75179 | 0:fde420d18f42 | 222 | } else { |
Nicholas75179 | 0:fde420d18f42 | 223 | return false; |
Nicholas75179 | 0:fde420d18f42 | 224 | } |
Nicholas75179 | 0:fde420d18f42 | 225 | } |
Nicholas75179 | 0:fde420d18f42 | 226 | |
Nicholas75179 | 0:fde420d18f42 | 227 | bool Gamepad::B_pressed() { |
Nicholas75179 | 0:fde420d18f42 | 228 | if (B_fall) { |
Nicholas75179 | 0:fde420d18f42 | 229 | B_fall = false; |
Nicholas75179 | 0:fde420d18f42 | 230 | return true; |
Nicholas75179 | 0:fde420d18f42 | 231 | } else { |
Nicholas75179 | 0:fde420d18f42 | 232 | return false; |
Nicholas75179 | 0:fde420d18f42 | 233 | } |
Nicholas75179 | 0:fde420d18f42 | 234 | } |
Nicholas75179 | 0:fde420d18f42 | 235 | |
Nicholas75179 | 0:fde420d18f42 | 236 | bool Gamepad::X_pressed() { |
Nicholas75179 | 0:fde420d18f42 | 237 | if (X_fall) { |
Nicholas75179 | 0:fde420d18f42 | 238 | X_fall = false; |
Nicholas75179 | 0:fde420d18f42 | 239 | return true; |
Nicholas75179 | 0:fde420d18f42 | 240 | } else { |
Nicholas75179 | 0:fde420d18f42 | 241 | return false; |
Nicholas75179 | 0:fde420d18f42 | 242 | } |
Nicholas75179 | 0:fde420d18f42 | 243 | } |
Nicholas75179 | 0:fde420d18f42 | 244 | |
Nicholas75179 | 0:fde420d18f42 | 245 | bool Gamepad::Y_pressed() { |
Nicholas75179 | 0:fde420d18f42 | 246 | if (Y_fall) { |
Nicholas75179 | 0:fde420d18f42 | 247 | Y_fall = false; |
Nicholas75179 | 0:fde420d18f42 | 248 | return true; |
Nicholas75179 | 0:fde420d18f42 | 249 | } else { |
Nicholas75179 | 0:fde420d18f42 | 250 | return false; |
Nicholas75179 | 0:fde420d18f42 | 251 | } |
Nicholas75179 | 0:fde420d18f42 | 252 | } |
Nicholas75179 | 0:fde420d18f42 | 253 | |
Nicholas75179 | 0:fde420d18f42 | 254 | bool Gamepad::start_pressed() { |
Nicholas75179 | 0:fde420d18f42 | 255 | if (start_fall) { |
Nicholas75179 | 0:fde420d18f42 | 256 | start_fall = false; |
Nicholas75179 | 0:fde420d18f42 | 257 | return true; |
Nicholas75179 | 0:fde420d18f42 | 258 | } else { |
Nicholas75179 | 0:fde420d18f42 | 259 | return false; |
Nicholas75179 | 0:fde420d18f42 | 260 | } |
Nicholas75179 | 0:fde420d18f42 | 261 | } |
Nicholas75179 | 0:fde420d18f42 | 262 | |
Nicholas75179 | 0:fde420d18f42 | 263 | bool Gamepad::A_held() { |
Nicholas75179 | 0:fde420d18f42 | 264 | // Buttons are configured as PullUp hence the not |
Nicholas75179 | 0:fde420d18f42 | 265 | return !_button_A->read(); |
Nicholas75179 | 0:fde420d18f42 | 266 | } |
Nicholas75179 | 0:fde420d18f42 | 267 | |
Nicholas75179 | 0:fde420d18f42 | 268 | bool Gamepad::B_held() { |
Nicholas75179 | 0:fde420d18f42 | 269 | return !_button_B->read(); |
Nicholas75179 | 0:fde420d18f42 | 270 | } |
Nicholas75179 | 0:fde420d18f42 | 271 | |
Nicholas75179 | 0:fde420d18f42 | 272 | bool Gamepad::X_held() { |
Nicholas75179 | 0:fde420d18f42 | 273 | return !_button_X->read(); |
Nicholas75179 | 0:fde420d18f42 | 274 | } |
Nicholas75179 | 0:fde420d18f42 | 275 | |
Nicholas75179 | 0:fde420d18f42 | 276 | bool Gamepad::Y_held() { |
Nicholas75179 | 0:fde420d18f42 | 277 | return !_button_Y->read(); |
Nicholas75179 | 0:fde420d18f42 | 278 | } |
Nicholas75179 | 0:fde420d18f42 | 279 | |
Nicholas75179 | 0:fde420d18f42 | 280 | bool Gamepad::start_held() { |
Nicholas75179 | 0:fde420d18f42 | 281 | return !_button_start->read(); |
Nicholas75179 | 0:fde420d18f42 | 282 | } |
Nicholas75179 | 0:fde420d18f42 | 283 | |
Nicholas75179 | 0:fde420d18f42 | 284 | ///////////////////// private methods //////////////////////// |
Nicholas75179 | 0:fde420d18f42 | 285 | |
Nicholas75179 | 0:fde420d18f42 | 286 | void Gamepad::tone_off() |
Nicholas75179 | 0:fde420d18f42 | 287 | { |
Nicholas75179 | 0:fde420d18f42 | 288 | _ticker->detach(); |
Nicholas75179 | 0:fde420d18f42 | 289 | } |
Nicholas75179 | 0:fde420d18f42 | 290 | |
Nicholas75179 | 0:fde420d18f42 | 291 | void Gamepad::flip_DAC() |
Nicholas75179 | 0:fde420d18f42 | 292 | { |
Nicholas75179 | 0:fde420d18f42 | 293 | if (_speaker->read() == 1) { |
Nicholas75179 | 0:fde420d18f42 | 294 | _speaker->write(0); |
Nicholas75179 | 0:fde420d18f42 | 295 | } else { |
Nicholas75179 | 0:fde420d18f42 | 296 | _speaker->write(1); |
Nicholas75179 | 0:fde420d18f42 | 297 | } |
Nicholas75179 | 0:fde420d18f42 | 298 | } |
Nicholas75179 | 0:fde420d18f42 | 299 | |
Nicholas75179 | 0:fde420d18f42 | 300 | |
Nicholas75179 | 0:fde420d18f42 | 301 | |
Nicholas75179 | 0:fde420d18f42 | 302 | // get raw joystick coordinate in range -1 to 1 |
Nicholas75179 | 0:fde420d18f42 | 303 | // Direction (x,y) |
Nicholas75179 | 0:fde420d18f42 | 304 | // North (0,1) |
Nicholas75179 | 0:fde420d18f42 | 305 | // East (1,0) |
Nicholas75179 | 0:fde420d18f42 | 306 | // South (0,-1) |
Nicholas75179 | 0:fde420d18f42 | 307 | // West (-1,0) |
Nicholas75179 | 0:fde420d18f42 | 308 | Vector2D Gamepad::get_coord() |
Nicholas75179 | 0:fde420d18f42 | 309 | { |
Nicholas75179 | 0:fde420d18f42 | 310 | // read() returns value in range 0.0 to 1.0 so is scaled and centre value |
Nicholas75179 | 0:fde420d18f42 | 311 | // substracted to get values in the range -1.0 to 1.0 |
Nicholas75179 | 0:fde420d18f42 | 312 | float x = 2.0f*( _horiz->read() - _x0 ); |
Nicholas75179 | 0:fde420d18f42 | 313 | float y = 2.0f*( _vert->read() - _y0 ); |
Nicholas75179 | 0:fde420d18f42 | 314 | |
Nicholas75179 | 0:fde420d18f42 | 315 | // Note: the x value here is inverted to ensure the positive x is to the |
Nicholas75179 | 0:fde420d18f42 | 316 | // right. This is simply due to how the potentiometer on the joystick |
Nicholas75179 | 0:fde420d18f42 | 317 | // I was using was connected up. It could have been corrected in hardware |
Nicholas75179 | 0:fde420d18f42 | 318 | // by swapping the power supply pins. Instead it is done in software so may |
Nicholas75179 | 0:fde420d18f42 | 319 | // need to be changed depending on your wiring setup |
Nicholas75179 | 0:fde420d18f42 | 320 | |
Nicholas75179 | 0:fde420d18f42 | 321 | Vector2D coord = {-x,y}; |
Nicholas75179 | 0:fde420d18f42 | 322 | return coord; |
Nicholas75179 | 0:fde420d18f42 | 323 | } |
Nicholas75179 | 0:fde420d18f42 | 324 | |
Nicholas75179 | 0:fde420d18f42 | 325 | // This maps the raw x,y coord onto a circular grid. |
Nicholas75179 | 0:fde420d18f42 | 326 | // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html |
Nicholas75179 | 0:fde420d18f42 | 327 | Vector2D Gamepad::get_mapped_coord() |
Nicholas75179 | 0:fde420d18f42 | 328 | { |
Nicholas75179 | 0:fde420d18f42 | 329 | Vector2D coord = get_coord(); |
Nicholas75179 | 0:fde420d18f42 | 330 | |
Nicholas75179 | 0:fde420d18f42 | 331 | // do the transformation |
Nicholas75179 | 0:fde420d18f42 | 332 | float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f); |
Nicholas75179 | 0:fde420d18f42 | 333 | float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f); |
Nicholas75179 | 0:fde420d18f42 | 334 | |
Nicholas75179 | 0:fde420d18f42 | 335 | Vector2D mapped_coord = {-x,-y}; |
Nicholas75179 | 0:fde420d18f42 | 336 | return mapped_coord; |
Nicholas75179 | 0:fde420d18f42 | 337 | } |
Nicholas75179 | 0:fde420d18f42 | 338 | |
Nicholas75179 | 0:fde420d18f42 | 339 | // this function converts the mapped coordinates into polar form |
Nicholas75179 | 0:fde420d18f42 | 340 | Polar Gamepad::get_polar() |
Nicholas75179 | 0:fde420d18f42 | 341 | { |
Nicholas75179 | 0:fde420d18f42 | 342 | // get the mapped coordinate |
Nicholas75179 | 0:fde420d18f42 | 343 | Vector2D coord = get_mapped_coord(); |
Nicholas75179 | 0:fde420d18f42 | 344 | |
Nicholas75179 | 0:fde420d18f42 | 345 | // at this point, 0 degrees (i.e. x-axis) will be defined to the East. |
Nicholas75179 | 0:fde420d18f42 | 346 | // We want 0 degrees to correspond to North and increase clockwise to 359 |
Nicholas75179 | 0:fde420d18f42 | 347 | // like a compass heading, so we need to swap the axis and invert y |
Nicholas75179 | 0:fde420d18f42 | 348 | float x = coord.y; |
Nicholas75179 | 0:fde420d18f42 | 349 | float y = coord.x; |
Nicholas75179 | 0:fde420d18f42 | 350 | |
Nicholas75179 | 0:fde420d18f42 | 351 | float mag = sqrt(x*x+y*y); // pythagoras |
Nicholas75179 | 0:fde420d18f42 | 352 | float angle = RAD2DEG*atan2(y,x); |
Nicholas75179 | 0:fde420d18f42 | 353 | // angle will be in range -180 to 180, so add 360 to negative angles to |
Nicholas75179 | 0:fde420d18f42 | 354 | // move to 0 to 360 range |
Nicholas75179 | 0:fde420d18f42 | 355 | if (angle < 0.0f) { |
Nicholas75179 | 0:fde420d18f42 | 356 | angle+=360.0f; |
Nicholas75179 | 0:fde420d18f42 | 357 | } |
Nicholas75179 | 0:fde420d18f42 | 358 | |
Nicholas75179 | 0:fde420d18f42 | 359 | // the noise on the ADC causes the values of x and y to fluctuate slightly |
Nicholas75179 | 0:fde420d18f42 | 360 | // around the centred values. This causes the random angle values to get |
Nicholas75179 | 0:fde420d18f42 | 361 | // calculated when the joystick is centred and untouched. This is also when |
Nicholas75179 | 0:fde420d18f42 | 362 | // the magnitude is very small, so we can check for a small magnitude and then |
Nicholas75179 | 0:fde420d18f42 | 363 | // set the angle to -1. This will inform us when the angle is invalid and the |
Nicholas75179 | 0:fde420d18f42 | 364 | // joystick is centred |
Nicholas75179 | 0:fde420d18f42 | 365 | |
Nicholas75179 | 0:fde420d18f42 | 366 | if (mag < TOL) { |
Nicholas75179 | 0:fde420d18f42 | 367 | mag = 0.0f; |
Nicholas75179 | 0:fde420d18f42 | 368 | angle = -1.0f; |
Nicholas75179 | 0:fde420d18f42 | 369 | } |
Nicholas75179 | 0:fde420d18f42 | 370 | |
Nicholas75179 | 0:fde420d18f42 | 371 | Polar p = {mag,angle}; |
Nicholas75179 | 0:fde420d18f42 | 372 | return p; |
Nicholas75179 | 0:fde420d18f42 | 373 | } |
Nicholas75179 | 0:fde420d18f42 | 374 | |
Nicholas75179 | 0:fde420d18f42 | 375 | // ISRs for buttons |
Nicholas75179 | 0:fde420d18f42 | 376 | void Gamepad::A_fall_interrupt() { |
Nicholas75179 | 0:fde420d18f42 | 377 | A_fall = true; |
Nicholas75179 | 0:fde420d18f42 | 378 | } |
Nicholas75179 | 0:fde420d18f42 | 379 | void Gamepad::B_fall_interrupt() { |
Nicholas75179 | 0:fde420d18f42 | 380 | B_fall = true; |
Nicholas75179 | 0:fde420d18f42 | 381 | } |
Nicholas75179 | 0:fde420d18f42 | 382 | void Gamepad::X_fall_interrupt() { |
Nicholas75179 | 0:fde420d18f42 | 383 | X_fall = true; |
Nicholas75179 | 0:fde420d18f42 | 384 | } |
Nicholas75179 | 0:fde420d18f42 | 385 | void Gamepad::Y_fall_interrupt() { |
Nicholas75179 | 0:fde420d18f42 | 386 | Y_fall = true; |
Nicholas75179 | 0:fde420d18f42 | 387 | } |
Nicholas75179 | 0:fde420d18f42 | 388 | void Gamepad::start_fall_interrupt() { |
Nicholas75179 | 0:fde420d18f42 | 389 | start_fall = true; |
Nicholas75179 | 0:fde420d18f42 | 390 | } |