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Gamepad/Gamepad.h
- Committer:
- Neowless
- Date:
- 2020-05-15
- Revision:
- 4:c7dc43515215
- Parent:
- 1:48b0bf0bcda8
File content as of revision 4:c7dc43515215:
#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