yumaowei 201377547

Dependencies:   mbed ELEC2645_Project_el17my

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();
-}