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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!
Diff: POKITTO_CORE/PokittoButtons.cpp
- Revision:
- 52:c04087025cab
- Parent:
- 43:6183b12dd99c
- Child:
- 66:6281a40d73e6
diff -r 113b1d84c34f -r c04087025cab POKITTO_CORE/PokittoButtons.cpp
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/POKITTO_CORE/PokittoButtons.cpp Sun Jul 01 06:32:37 2018 +0000
@@ -0,0 +1,263 @@
+/**************************************************************************/
+/*!
+ @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
+ if (states[thisButton]==0xFF) states[thisButton]=2; // PREVENT WRAPAROUND!!!!
+ } 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
+ if (states[thisButton]==0xFF) states[thisButton] = 2; //prevent wraparound and retrigger
+ } 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 **//
+