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Dependencies: mbed FXOS8700CQQQ
Gamepad.cpp
00001 #include "Gamepad.h" 00002 #include "mbed.h" 00003 00004 //////////// constructor/destructor //////////// 00005 Gamepad::Gamepad() 00006 : 00007 _led1(new PwmOut(PTA1)), 00008 _led2(new PwmOut(PTA2)), 00009 _led3(new PwmOut(PTC2)), 00010 _led4(new PwmOut(PTC3)), 00011 _led5(new PwmOut(PTC4)), 00012 _led6(new PwmOut(PTD3)), 00013 00014 _button_A(new InterruptIn(PTB9)), 00015 _button_B(new InterruptIn(PTD0)), 00016 _button_X(new InterruptIn(PTC17)), 00017 _button_Y(new InterruptIn(PTC12)), 00018 _button_L(new InterruptIn(PTB18)), 00019 _button_R(new InterruptIn(PTB3)), 00020 _button_back(new InterruptIn(PTB19)), 00021 _button_start(new InterruptIn(PTC5)), 00022 _button_joystick(new InterruptIn(PTC16)), 00023 00024 _vert(new AnalogIn(PTB10)), 00025 _horiz(new AnalogIn(PTB11)), 00026 00027 _buzzer(new PwmOut(PTC10)), 00028 _pot(new AnalogIn(PTB2)), 00029 00030 _timeout(new Timeout()), 00031 00032 _event_state(0), 00033 00034 _x0(0), 00035 _y0(0) 00036 {} 00037 00038 Gamepad::~Gamepad() 00039 { 00040 delete _led1,_led2,_led3,_led4,_led5,_led6; 00041 delete _button_A,_button_B,_button_joystick,_vert,_horiz; 00042 delete _button_X,_button_Y,_button_back,_button_start; 00043 delete _button_L,_button_R, _buzzer, _pot, _timeout; 00044 } 00045 00046 ///////////////// public methods ///////////////// 00047 00048 void Gamepad::init() 00049 { 00050 leds_off(); 00051 init_buttons(); 00052 00053 // read centred values of joystick 00054 _x0 = _horiz->read(); 00055 _y0 = _vert->read(); 00056 00057 // clear all flags 00058 _event_state = 0; 00059 } 00060 00061 void Gamepad::leds_off() 00062 { 00063 leds(0.0); 00064 } 00065 00066 void Gamepad::leds_on() 00067 { 00068 leds(1.0); 00069 } 00070 00071 void Gamepad::leds(float val) const 00072 { 00073 if (val < 0.0f) { 00074 val = 0.0f; 00075 } 00076 if (val > 1.0f) { 00077 val = 1.0f; 00078 } 00079 00080 // leds are active-low, so subtract from 1.0 00081 // 0.0 corresponds to fully-off, 1.0 to fully-on 00082 val = 1.0f - val; 00083 00084 _led1->write(val); 00085 _led2->write(val); 00086 _led3->write(val); 00087 _led4->write(val); 00088 _led5->write(val); 00089 _led6->write(val); 00090 } 00091 00092 void Gamepad::led(int n,float val) const 00093 { 00094 // ensure they are within vlaid range 00095 if (val < 0.0f) { 00096 val = 0.0f; 00097 } 00098 if (val > 1.0f) { 00099 val = 1.0f; 00100 } 00101 00102 switch (n) { 00103 00104 // check for valid LED number and set value 00105 00106 case 1: 00107 _led1->write(1.0f-val); // active-low so subtract from 1 00108 break; 00109 case 2: 00110 _led2->write(1.0f-val); // active-low so subtract from 1 00111 break; 00112 case 3: 00113 _led3->write(1.0f-val); // active-low so subtract from 1 00114 break; 00115 case 4: 00116 _led4->write(1.0f-val); // active-low so subtract from 1 00117 break; 00118 case 5: 00119 _led5->write(1.0f-val); // active-low so subtract from 1 00120 break; 00121 case 6: 00122 _led6->write(1.0f-val); // active-low so subtract from 1 00123 break; 00124 00125 } 00126 } 00127 00128 float Gamepad::read_pot() const 00129 { 00130 return _pot->read(); 00131 } 00132 00133 void Gamepad::tone(float frequency, float duration) 00134 { 00135 _buzzer->period(1.0f/frequency); 00136 _buzzer->write(0.5); // 50% duty cycle - square wave 00137 _timeout->attach(callback(this, &Gamepad::tone_off), duration ); 00138 } 00139 00140 bool Gamepad::check_event(GamepadEvent const id) 00141 { 00142 // Check whether event flag is set 00143 if (_event_state[id]) { 00144 _event_state.reset(id); // clear flag 00145 return true; 00146 } else { 00147 return false; 00148 } 00149 } 00150 00151 // this method gets the magnitude of the joystick movement 00152 float Gamepad::get_mag() 00153 { 00154 Polar p = get_polar(); 00155 return p.mag; 00156 } 00157 00158 // this method gets the angle of joystick movement (0 to 360, 0 North) 00159 float Gamepad::get_angle() 00160 { 00161 Polar p = get_polar(); 00162 return p.angle; 00163 } 00164 00165 Direction Gamepad::get_direction() 00166 { 00167 float angle = get_angle(); // 0 to 360, -1 for centred 00168 00169 Direction d; 00170 // partition 360 into segments and check which segment the angle is in 00171 if (angle < 0.0f) { 00172 d = CENTRE; // check for -1.0 angle 00173 } else if (angle < 22.5f) { // then keep going in 45 degree increments 00174 d = N; 00175 } else if (angle < 67.5f) { 00176 d = NE; 00177 } else if (angle < 112.5f) { 00178 d = E; 00179 } else if (angle < 157.5f) { 00180 d = SE; 00181 } else if (angle < 202.5f) { 00182 d = S; 00183 } else if (angle < 247.5f) { 00184 d = SW; 00185 } else if (angle < 292.5f) { 00186 d = W; 00187 } else if (angle < 337.5f) { 00188 d = NW; 00189 } else { 00190 d = N; 00191 } 00192 00193 return d; 00194 } 00195 00196 ///////////////////// private methods //////////////////////// 00197 00198 void Gamepad::tone_off() 00199 { 00200 // called after timeout 00201 _buzzer->write(0.0); 00202 } 00203 00204 void Gamepad::init_buttons() 00205 { 00206 // turn on pull-downs as other side of button is connected to 3V3 00207 // button is 0 when not pressed and 1 when pressed 00208 _button_A->mode(PullDown); 00209 _button_B->mode(PullDown); 00210 _button_X->mode(PullDown); 00211 _button_Y->mode(PullDown); 00212 _button_back->mode(PullDown); 00213 _button_start->mode(PullDown); 00214 _button_L->mode(PullDown); 00215 _button_R->mode(PullDown); 00216 _button_joystick->mode(PullDown); 00217 // therefore setup rising edge interrupts 00218 _button_A->rise(callback(this,&Gamepad::a_isr)); 00219 _button_B->rise(callback(this,&Gamepad::b_isr)); 00220 _button_X->rise(callback(this,&Gamepad::x_isr)); 00221 _button_Y->rise(callback(this,&Gamepad::y_isr)); 00222 _button_L->rise(callback(this,&Gamepad::l_isr)); 00223 _button_R->rise(callback(this,&Gamepad::r_isr)); 00224 _button_start->rise(callback(this,&Gamepad::start_isr)); 00225 _button_back->rise(callback(this,&Gamepad::back_isr)); 00226 _button_joystick->rise(callback(this,&Gamepad::joy_isr)); 00227 } 00228 00229 // button interrupts ISRs 00230 // Each of these simply sets the appropriate event bit in the _event_state 00231 // variable 00232 void Gamepad::a_isr() 00233 { 00234 _event_state.set(A_PRESSED); 00235 } 00236 void Gamepad::b_isr() 00237 { 00238 _event_state.set(B_PRESSED); 00239 } 00240 void Gamepad::x_isr() 00241 { 00242 _event_state.set(X_PRESSED); 00243 } 00244 void Gamepad::y_isr() 00245 { 00246 _event_state.set(Y_PRESSED); 00247 } 00248 void Gamepad::l_isr() 00249 { 00250 _event_state.set(L_PRESSED); 00251 } 00252 void Gamepad::r_isr() 00253 { 00254 _event_state.set(R_PRESSED); 00255 } 00256 void Gamepad::back_isr() 00257 { 00258 _event_state.set(BACK_PRESSED); 00259 } 00260 void Gamepad::start_isr() 00261 { 00262 _event_state.set(START_PRESSED); 00263 } 00264 void Gamepad::joy_isr() 00265 { 00266 _event_state.set(JOY_PRESSED); 00267 } 00268 00269 // get raw joystick coordinate in range -1 to 1 00270 // Direction (x,y) 00271 // North (0,1) 00272 // East (1,0) 00273 // South (0,-1) 00274 // West (-1,0) 00275 Vector2D Gamepad::get_coord() 00276 { 00277 // read() returns value in range 0.0 to 1.0 so is scaled and centre value 00278 // substracted to get values in the range -1.0 to 1.0 00279 float x = 2.0f*( _horiz->read() - _x0 ); 00280 float y = 2.0f*( _vert->read() - _y0 ); 00281 00282 // Note: the x value here is inverted to ensure the positive x is to the 00283 // right. This is simply due to how the potentiometer on the joystick 00284 // I was using was connected up. It could have been corrected in hardware 00285 // by swapping the power supply pins. Instead it is done in software so may 00286 // need to be changed depending on your wiring setup 00287 00288 Vector2D coord = {-x,y}; 00289 return coord; 00290 } 00291 00292 // This maps the raw x,y coord onto a circular grid. 00293 // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html 00294 Vector2D Gamepad::get_mapped_coord() 00295 { 00296 Vector2D coord = get_coord(); 00297 00298 // do the transformation 00299 float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f); 00300 float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f); 00301 00302 Vector2D mapped_coord = {x,y}; 00303 return mapped_coord; 00304 } 00305 00306 // this function converts the mapped coordinates into polar form 00307 Polar Gamepad::get_polar() 00308 { 00309 // get the mapped coordinate 00310 Vector2D coord = get_mapped_coord(); 00311 00312 // at this point, 0 degrees (i.e. x-axis) will be defined to the East. 00313 // We want 0 degrees to correspond to North and increase clockwise to 359 00314 // like a compass heading, so we need to swap the axis and invert y 00315 float x = coord.y; 00316 float y = coord.x; 00317 00318 float mag = sqrt(x*x+y*y); // pythagoras 00319 float angle = RAD2DEG*atan2(y,x); 00320 // angle will be in range -180 to 180, so add 360 to negative angles to 00321 // move to 0 to 360 range 00322 if (angle < 0.0f) { 00323 angle+=360.0f; 00324 } 00325 00326 // the noise on the ADC causes the values of x and y to fluctuate slightly 00327 // around the centred values. This causes the random angle values to get 00328 // calculated when the joystick is centred and untouched. This is also when 00329 // the magnitude is very small, so we can check for a small magnitude and then 00330 // set the angle to -1. This will inform us when the angle is invalid and the 00331 // joystick is centred 00332 00333 if (mag < TOL) { 00334 mag = 0.0f; 00335 angle = -1.0f; 00336 } 00337 00338 Polar p = {mag,angle}; 00339 return p; 00340 }
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