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Diff: Gamepad.cpp
- Revision:
- 1:6d25cd49059b
- Parent:
- 0:a6288c29b936
- Child:
- 2:ea5538fcfe2f
--- a/Gamepad.cpp Sat Feb 04 15:31:44 2017 +0000
+++ b/Gamepad.cpp Sat Feb 04 16:13:18 2017 +0000
@@ -1,5 +1,6 @@
#include "Gamepad.h"
+//////////// constructor/destructor ////////////
Gamepad::Gamepad()
{
led_1 = new PwmOut(PTA1);
@@ -24,30 +25,223 @@
buzzer = new PwmOut(PTC10);
pot = new AnalogIn(PTB2);
+ timeout = new Timeout();
+
}
+Gamepad::~Gamepad()
+{
+ delete led_1,led_2,led_3,led_4,led_5,led_6;
+ delete lcd,joystick,button_A,button_B;
+ delete button_X, button_Y, button_back, button_start;
+ delete button_L, button_R, buzzer, pot, timeout;
+}
+
+///////////////// public methods /////////////////
+
void Gamepad::init()
{
lcd->init();
joystick->init();
+ leds_off();
+
+ buzzer->period(1.0/1000.0); // 1 kHz
+
+ // clear all flags
+ a_flag=0,b_flag=0,x_flag=0,y_flag=0,l_flag=0,r_flag=0,back_flag=0,start_flag=0;
+
}
void Gamepad::leds_off()
{
- led_1->write(1.0);
- led_2->write(1.0);
- led_3->write(1.0);
- led_4->write(1.0);
- led_5->write(1.0);
- led_6->write(1.0);
+ fade_leds(0.0);
}
void Gamepad::leds_on()
{
- led_1->write(0.0);
- led_2->write(0.0);
- led_3->write(0.0);
- led_4->write(0.0);
- led_5->write(0.0);
- led_6->write(0.0);
+ fade_leds(1.0);
+}
+
+void Gamepad::fade_leds(float val)
+{
+ if (val < 0.0f) {
+ val = 0.0f;
+ }
+ if (val > 1.0f) {
+ val = 1.0f;
+ }
+
+ // leds are active-low, so subtract from 1.0
+ // 0.0 corresponds to fully-off, 1.0 to fully-on
+ val = 1.0f - val;
+
+ led_1->write(val);
+ led_2->write(val);
+ led_3->write(val);
+ led_4->write(val);
+ led_5->write(val);
+ led_6->write(val);
+}
+
+float Gamepad::read_pot()
+{
+ return pot->read();
+}
+
+void Gamepad::tone(float frequency, float duration)
+{
+ buzzer->period(1.0f/frequency);
+ buzzer->write(0.5); // 50% duty cycle - square wave
+ timeout->attach(callback(this, &Gamepad::tone_off), duration );
+}
+
+bool Gamepad::a_pressed()
+{
+ // ISR must have been triggered
+ if (a_flag) {
+ a_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::b_pressed()
+{
+ // ISR must have been triggered
+ if (b_flag) {
+ b_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::x_pressed()
+{
+ // ISR must have been triggered
+ if (x_flag) {
+ x_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::y_pressed()
+{
+ // ISR must have been triggered
+ if (y_flag) {
+ y_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::l_pressed()
+{
+ // ISR must have been triggered
+ if (l_flag) {
+ l_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
}
+
+bool Gamepad::r_pressed()
+{
+ // ISR must have been triggered
+ if (r_flag) {
+ r_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::back_pressed()
+{
+ // ISR must have been triggered
+ if (back_flag) {
+ back_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::start_pressed()
+{
+ // ISR must have been triggered
+ if (a_flag) {
+ a_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+///////////////////// private methods ////////////////////////
+
+void Gamepad::tone_off()
+{
+ buzzer->write(0.0);
+}
+
+void Gamepad::init_buttons()
+{
+ // turn on pull-downs as other side of button is connected to 3V3
+ // button is 0 when not pressed and 1 when pressed
+ button_A->mode(PullDown);
+ button_B->mode(PullDown);
+ button_X->mode(PullDown);
+ button_Y->mode(PullDown);
+ button_back->mode(PullDown);
+ button_start->mode(PullDown);
+ button_L->mode(PullDown);
+ button_R->mode(PullDown);
+ // therefore setup rising edge interrupts
+ button_A->rise(callback(this,&Gamepad::a_isr));
+ button_B->rise(callback(this,&Gamepad::b_isr));
+ button_X->rise(callback(this,&Gamepad::x_isr));
+ button_Y->rise(callback(this,&Gamepad::y_isr));
+ button_L->rise(callback(this,&Gamepad::l_isr));
+ button_R->rise(callback(this,&Gamepad::r_isr));
+ button_start->rise(callback(this,&Gamepad::start_isr));
+ button_back->rise(callback(this,&Gamepad::back_isr));
+}
+
+// button interrupts ISRs
+void Gamepad::a_isr()
+{
+ a_flag=1;
+}
+void Gamepad::b_isr()
+{
+ b_flag=1;
+}
+void Gamepad::x_isr()
+{
+ x_flag=1;
+}
+void Gamepad::y_isr()
+{
+ y_flag=1;
+}
+void Gamepad::l_isr()
+{
+ l_flag=1;
+}
+void Gamepad::r_isr()
+{
+ r_flag=1;
+}
+void Gamepad::back_isr()
+{
+ back_flag=1;
+}
+void Gamepad::start_isr()
+{
+ start_flag=1;
+}
\ No newline at end of file