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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();
-}