
yumaowei 201377547
Dependencies: mbed ELEC2645_Project_el17my
Diff: Gamepad2/Gamepad.cpp
- Revision:
- 2:5e54476c518f
- Parent:
- 1:df66be0b5b8b
--- a/Gamepad2/Gamepad.cpp Sat May 09 06:53:41 2020 +0000 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,464 +0,0 @@ -#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)), - - _pot1(new AnalogIn(PTB2)), - _pot2(new AnalogIn(PTB3)), - - dac(new AnalogOut(DAC0_OUT)), - ticker(new Ticker), - timeout(new Timeout), - note_timeout(new Timeout), - - _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(); - - // number of samples - _n = 16; - _sample_array = new float[_n]; - - // create sample array for one period between 0.0 and 1.0 - for (int i = 0; i < _n ; i++) { - _sample_array[i] = 0.5f + 0.5f*sin(i*2*PI/_n); - //printf("y[%i] = %f\n",i,_sample_array[i]); - } - -} - -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(); -} - - -// 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 //////////////////////// - -// 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 y value here is inverted to ensure the positive y is up - - 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; -} - -void Gamepad::set_bpm(float bpm) -{ - _bpm = bpm; -} - -void Gamepad::tone(float frequency,float duration) -{ - // calculate time step between samples - float dt = 1.0f/(frequency*_n); - // start from beginning of LUT - _sample = 0; - - // setup ticker and timeout to stop ticker - - // the ticker repeats every dt to plat each sample in turn - ticker->attach(callback(this, &Gamepad::ticker_isr), dt); - // the timeout stops the ticker after the required duration - timeout->attach(callback(this, &Gamepad::timeout_isr), duration ); -} - -void Gamepad::play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat) -{ - // copy arguments to member variables - _bpm = bpm; - _notes = notes; // pointer for array - _durations = durations; // pointer for array - _melody_length = length; - _repeat = repeat; - - _note = 0; // start from first note - - play_next_note(); // play the next note in the melody -} - -void Gamepad::write_dac(float val) -{ - if (val < 0.0f) { - val = 0.0f; - } else if (val > 1.0f) { - val = 1.0f; - } - dac->write(val); -} - - -void Gamepad::play_next_note() -{ - // _note is the note index to play - - // calculate the duration and frequency of the note - float duration = 60.0f/(_bpm*_durations[_note]); - float frequency = float(_notes[_note]); - //printf("[%i] f = %f d = %f\n",_note,frequency,duration); - - // check if the note is not a space and if not then play the note - if (frequency > 0) { - tone(frequency,duration); - } - - // the timeout goes to the next note in the melody - // double the duration to leave a bit of a gap in between notes to be better - // able to distinguish them - note_timeout->attach(callback(this, &Gamepad::note_timeout_isr), duration*2.0f ); -} - -// called when the next note needs playing -void Gamepad::note_timeout_isr() -{ - _note++; // go onto next note - - // if in repeat mode then reset the note counter when get to end of melody - if (_repeat && _note == _melody_length) { - _note=0; - } - - // check if note is within the melody - if (_note < _melody_length) { - play_next_note(); - } -} - -void Gamepad::ticker_isr() -{ - dac->write(_sample_array[_sample%_n]); // use modulo to get index to play - _sample++; // increment the sample ready for next time -} - -void Gamepad::timeout_isr() -{ - // stops the ticker to end the note - ticker->detach(); -}