PokittoLib is the library needed for programming the Pokitto DIY game console (www.pokitto.com)
Dependents: YATTT sd_map_test cPong SnowDemo ... more
PokittoLib
Library for programming Pokitto hardware
How to Use
- Import this library to online compiler (see button "import" on the right hand side
- DO NOT import mbed-src anymore, a better version is now included inside PokittoLib
- Change My_settings.h according to your project
- Start coding!
POKITTO_CORE/PokittoButtons.cpp
- Committer:
- Pokitto
- Date:
- 2018-04-02
- Revision:
- 36:771321e70814
File content as of revision 36:771321e70814:
/**************************************************************************/ /*! @file PokittoButtons.cpp @author Jonne Valola @section LICENSE Software License Agreement (BSD License) Copyright (c) 2016, Jonne Valola All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holders nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /**************************************************************************/ #include "PokittoCore.h" using namespace Pokitto; uint8_t Buttons::pins[NUM_BTN]; uint8_t Buttons::states[NUM_BTN]; uint8_t Buttons::buttons_state; uint8_t Buttons::buttons_held; uint8_t Buttons::buttons_released; // from LSB up,down,left,right,a,b,c uint16_t Buttons::cHWLongPress = CHWLONGPRESSTIMEOUT; void Buttons::begin() { #ifndef POK_SIM Pokitto::initButtons(); #endif // POK_SIM } void Buttons::update() { #if POK_USE_CONSOLE if (console.conscounter) return; #endif // POK_USE_CONSOLE #ifndef POK_SIM /** HARDWARE CODE **/ for (uint8_t thisButton = 0; thisButton < NUM_BTN; thisButton++) { if (Pokitto::heldStates[thisButton]) { //if button pressed states[thisButton]++; //increase button hold time } else { if (states[thisButton] == 0)//button idle continue; if (states[thisButton] == 0xFF)//if previously released states[thisButton] = 0; //set to idle else states[thisButton] = 0xFF; //button just released } } #else /** POK_SIM code **/ simulator.pollButtons(); for (uint8_t thisButton = 0; thisButton < NUM_BTN; thisButton++) { uint8_t temp=0; switch (thisButton) { case 0: temp = simulator.leftHeld(); break; case 1: temp = simulator.upHeld(); break; case 2: temp = simulator.rightHeld(); break; case 3: temp = simulator.downHeld(); break; case 4: temp = simulator.aHeld(); break; case 5: temp = simulator.bHeld(); break; case 6: temp = simulator.cHeld(); break; default: break; } if (temp == HIGH) { //if button pressed states[thisButton]++; //increase button hold time } else { if (states[thisButton] == 0)//button idle continue; if (states[thisButton] == 0xFF)//if previously released states[thisButton] = 0; //set to idle else states[thisButton] = 0xFF; //button just released } } #endif // POK_SIM } /* * Returns true when 'button' is pressed. * The button has to be released for it to be triggered again. */ bool Buttons::pressed(uint8_t button) { if (states[button] == 1) return true; else return false; } /* * return true if 'button' is released */ bool Buttons::released(uint8_t button) { if (states[button] == 0xFF) return true; else return false; } /** * returns true ONCE when 'button' is held for 'time' frames * @param button The button's ID * @param time How much frames button must be held, between 1 and 254. * @return true when 'button' is held for 'time' frames */ bool Buttons::held(uint8_t button, uint8_t time){ if(states[button] == (time+1)) return true; else return false; } /** * returns true every 'period' frames when 'button' is held * @param button The button's ID * @param period How much frames button must be held, between 1 and 254. * @return true if the button is held for the given time */ bool Buttons::repeat(uint8_t button, uint8_t period) { if (period <= 1) { if ((states[button] != 0xFF) && (states[button])) return true; } else { if ((states[button] != 0xFF) && ((states[button] % period) == 1)) return true; } return false; } /** * * @param button The button's ID * @return The number of frames during which the button has been held. */ uint8_t Buttons::timeHeld(uint8_t button){ if(states[button] != 0xFF) return states[button]; else return 0; } void Buttons::pollButtons() { #ifdef POK_SIM simulator.pollButtons(); #else uint8_t buttons_state_old = buttons_state; buttons_state = 0; // clear all if (upBtn()) buttons_state |= (1<<UPBIT); if (downBtn()) buttons_state |= (1<<DOWNBIT); if (leftBtn()) buttons_state |= (1<<LEFTBIT); if (rightBtn()) buttons_state |= (1<<RIGHTBIT); if (aBtn()) buttons_state |= (1<<ABIT); if (bBtn()) buttons_state |= (1<<BBIT); if (cBtn()) buttons_state |= (1<<CBIT); buttons_held = buttons_state & buttons_state_old; // only if both 1, end result is 1 buttons_released = ~buttons_state & buttons_state_old; // if now zero, then 1 AND previous 1 = 1 #endif // POK_SIM } uint8_t Buttons::aBtn() { #ifdef POK_SIM return simulator.aBtn(); #else return Pokitto::heldStates[BTN_A]; #endif // POK_SIM } uint8_t Buttons::bBtn() { #ifdef POK_SIM return simulator.bBtn(); #else return Pokitto::heldStates[BTN_B]; #endif // POK_SIM } uint8_t Buttons::cBtn() { uint8_t c; #ifdef POK_SIM c = simulator.cBtn(); #else c = Pokitto::heldStates[BTN_C]; #endif // POK_SIM return c; } uint8_t Buttons::leftBtn() { #ifdef POK_SIM return simulator.leftBtn(); #else return Pokitto::heldStates[BTN_LEFT]; #endif // POK_SIM } uint8_t Buttons::rightBtn() { #ifdef POK_SIM return simulator.rightBtn(); #else return Pokitto::heldStates[BTN_RIGHT]; #endif // POK_SIM } uint8_t Buttons::upBtn() { #ifdef POK_SIM return simulator.upBtn(); #else return Pokitto::heldStates[BTN_UP]; #endif // POK_SIM } uint8_t Buttons::downBtn() { #ifdef POK_SIM return simulator.downBtn(); #else return Pokitto::heldStates[BTN_DOWN]; #endif // POK_SIM } //** EOF **//