Li Ruofan 201199450

Dependencies:   mbed Gamepad Joystick

Revision:
8:b4a2954dd74f
Parent:
7:e3844250b77d
--- a/Gamepad/Gamepad.h	Fri May 15 22:23:22 2020 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,205 +0,0 @@
-#ifndef GAMEPAD_H
-#define GAMEPAD_H
-
-#include <bitset>
-
-// Forward declaration of the classes that we use from the mbed library
-// This avoids the need for us to include the huge mbed.h header inside our
-// own library API
-namespace mbed
-{
-class AnalogIn;
-class InterruptIn;
-class PwmOut;
-class Timeout;
-}
-
-#define TOL 0.1f
-#define RAD2DEG 57.2957795131f
-
-/** Enum for direction */
-enum Direction {
-    CENTRE,  /**< joystick centred */
-    N,       /**< pushed North (0)*/
-    NE,      /**< pushed North-East (45) */
-    E,       /**< pushed East (90) */
-    SE,      /**< pushed South-East (135) */
-    S,       /**< pushed South (180) */
-    SW,      /**< pushed South-West (225) */
-    W,       /**< pushed West (270) */
-    NW       /**< pushed North-West (315) */
-};
-
-/** Vector 2D struct */
-struct Vector2D {
-    float x; /**< float for x value */
-    float y; /**< float for y value */
-};
-
-/** Polar coordinate struct */
-struct Polar {
-    float mag;  /**< float for magnitude */
-    float angle; /**< float for angle (in degrees) */
-};
-
-/** Gamepad Class
- * @brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds
- * @author Dr Craig A. Evans
- * @author Dr Alex Valavanis
- */
-class Gamepad
-{
-public:
-/** Gamepad events 
- * @brief List of events that can be registered on the gamepad
- */
-enum GamepadEvent {
-    A_PRESSED,     ///< Button A has been pressed
-    B_PRESSED,     ///< Button B has been pressed
-    X_PRESSED,     ///< Button X has been pressed
-    Y_PRESSED,     ///< Button Y has been pressed
-    L_PRESSED,     ///< Button L has been pressed
-    R_PRESSED,     ///< Button R has been pressed
-    BACK_PRESSED,  ///< Button "Back" has been pressed
-    START_PRESSED, ///< Button "Start" has been pressed
-    JOY_PRESSED,   ///< Joystick button has been pressed
-    N_EVENTS       ///< A dummy flag that marks the end of the list
-};
-
-private:
-    mbed::PwmOut *_led1;
-    mbed::PwmOut *_led2;
-    mbed::PwmOut *_led3;
-    mbed::PwmOut *_led4;
-    mbed::PwmOut *_led5;
-    mbed::PwmOut *_led6;
-
-    mbed::InterruptIn *_button_A;
-    mbed::InterruptIn *_button_B;
-    mbed::InterruptIn *_button_X;
-    mbed::InterruptIn *_button_Y;
-    mbed::InterruptIn *_button_L;
-    mbed::InterruptIn *_button_R;
-    mbed::InterruptIn *_button_back;
-    mbed::InterruptIn *_button_start;
-    mbed::InterruptIn *_button_joystick;
-
-    mbed::AnalogIn *_vert;
-    mbed::AnalogIn *_horiz;
-
-    mbed::PwmOut   *_buzzer;
-    mbed::AnalogIn *_pot;
-
-    mbed::Timeout *_timeout;
-
-    std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed
-
-    // centred x,y values
-    float _x0;
-    float _y0;
-
-public:
-    /** Constructor */
-    Gamepad();
-
-    /** Destructor */
-    ~Gamepad();
-
-    /** Initialise all peripherals and configure interrupts */
-    void init();
-
-    /** Turn all LEDs on */
-    void leds_on();
-
-    /** Turn all LEDs off */
-    void leds_off();
-
-    /** Set all LEDs to duty-cycle
-    *@param value in range 0.0 to 1.0
-    */
-    void leds(float val) const;
-
-    /** Set LED to duty-cycle
-    *@param led number (0 to 5)
-    *@param value in range 0.0 to 1.0
-    */
-    void led(int n,float val) const;
-
-    /** Read potentiometer
-    *@returns potentiometer value in range 0.0 to 1.0
-    */
-    float read_pot() const;
-
-    /** Play tone on piezo
-    * @param frequency in Hz
-    * @param duration of tone in seconds
-    */
-    void tone(float frequency, float duration);
-
-    /**
-     * @brief Check whether an event flag has been set and clear it
-     * @param id[in] The ID of the event to test
-     * @return true if the event occurred
-     */
-    bool check_event(GamepadEvent const id);
-
-    /**
-     * @brief   Get the raw binary event state
-     * @return  The event state as a binary code
-     * @details The check_event() function is likely to be more useful than
-     *          this, for testing whether a given event has occurred. It can be
-     *          useful for debugging via the terminal, however, for example:
-     *          @code
-     *          std::cout << gamepad.get_raw_event_state() << std::endl;
-     *          @endcode
-     */
-    inline std::bitset<N_EVENTS> get_raw_event_state() const {
-        return _event_state;
-    }
-
-    /** Get magnitude of joystick movement
-    * @returns value in range 0.0 to 1.0
-    */
-    float get_mag();
-
-    /** Get angle of joystick movement
-    * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central
-    */
-    float get_angle();
-
-    /** Gets joystick direction
-    * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW,
-    */
-    Direction get_direction();    // N,NE,E,SE etc.
-
-    /** Gets raw cartesian co-ordinates of joystick
-    * @returns a struct with x,y members, each in the range 0.0 to 1.0
-    */
-    Vector2D get_coord();         // cartesian co-ordinates x,y
-
-    /** Gets cartesian coordinates mapped to circular grid
-    * @returns a struct with x,y members, each in the range 0.0 to 1.0
-    */
-    Vector2D get_mapped_coord();  // x,y mapped to circle
-
-    /** Gets polar coordinates of the joystick
-    * @returns a struct contains mag and angle
-    */
-    Polar get_polar();            // mag and angle in struct form
-
-private:
-    void init_buttons();
-    void tone_off();
-
-    void a_isr();
-    void b_isr();
-    void x_isr();
-    void y_isr();
-    void l_isr();
-    void r_isr();
-    void back_isr();
-    void start_isr();
-    void joy_isr();
-};
-
-#endif
\ No newline at end of file