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Diff: Gamepad.cpp
- Revision:
- 3:964a6d95acdd
- Parent:
- 2:ea5538fcfe2f
- Child:
- 4:bafb7f483e93
--- a/Gamepad.cpp Sat Feb 04 16:21:19 2017 +0000
+++ b/Gamepad.cpp Mon Feb 06 19:33:29 2017 +0000
@@ -10,7 +10,6 @@
led_5 = new PwmOut(PTC4);
led_6 = new PwmOut(PTD3);
- lcd = new N5110(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
joystick = new Joystick(PTB10,PTB11,PTC16);
button_A = new InterruptIn(PTB9);
@@ -21,6 +20,10 @@
button_start = new InterruptIn(PTC5);
button_L = new InterruptIn(PTB18);
button_R = new InterruptIn(PTB3);
+ button_joystick = new InterruptIn(PTC16);
+
+ vert = new AnalogIn(PTB10);
+ horiz = new AnalogIn(PTB11);
buzzer = new PwmOut(PTC10);
pot = new AnalogIn(PTB2);
@@ -32,7 +35,7 @@
Gamepad::~Gamepad()
{
delete led_1,led_2,led_3,led_4,led_5,led_6;
- delete lcd,joystick,button_A,button_B;
+ delete button_A,button_B,button_joystick,vert,horiz;
delete button_X, button_Y, button_back, button_start;
delete button_L, button_R, buzzer, pot, timeout;
}
@@ -42,13 +45,17 @@
void Gamepad::init()
{
lcd->init();
- joystick->init();
leds_off();
+
+ // read centred values of joystick
+ _x0 = horiz->read();
+ _y0 = vert->read();
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;
+ a_flag=0,b_flag=0,x_flag=0,y_flag=0,joy_flag=0;
+ l_flag=0,r_flag=0,back_flag=0,start_flag=0;
}
@@ -182,6 +189,63 @@
return false;
}
}
+
+bool Gamepad::joystick_pressed()
+{
+ // ISR must have been triggered
+ if (joy_flag) {
+ joy_flag = 0; // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+
+// this method gets the magnitude of the joystick movement
+float Gamepad::get_mag()
+{
+ Polar p = get_polar();
+ return p.mag;
+}
+
+// this method gets the angle of joystick movement (0 to 360, 0 North)
+float Gamepad::get_angle()
+{
+ Polar p = get_polar();
+ return p.angle;
+}
+
+Direction Joystick::get_direction()
+{
+ float angle = get_angle(); // 0 to 360, -1 for centred
+
+ Direction d;
+ // partition 360 into segments and check which segment the angle is in
+ if (angle < 0.0f) {
+ d = CENTRE; // check for -1.0 angle
+ } else if (angle < 22.5f) { // then keep going in 45 degree increments
+ d = N;
+ } else if (angle < 67.5f) {
+ d = NE;
+ } else if (angle < 112.5f) {
+ d = E;
+ } else if (angle < 157.5f) {
+ d = SE;
+ } else if (angle < 202.5f) {
+ d = S;
+ } else if (angle < 247.5f) {
+ d = SW;
+ } else if (angle < 292.5f) {
+ d = W;
+ } else if (angle < 337.5f) {
+ d = NW;
+ } else {
+ d = N;
+ }
+
+ return d;
+}
+
///////////////////// private methods ////////////////////////
void Gamepad::tone_off()
@@ -201,6 +265,7 @@
button_start->mode(PullDown);
button_L->mode(PullDown);
button_R->mode(PullDown);
+ button_joystick->mode(PullDown);
// therefore setup rising edge interrupts
button_A->rise(callback(this,&Gamepad::a_isr));
button_B->rise(callback(this,&Gamepad::b_isr));
@@ -210,6 +275,7 @@
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_joystick->rise(callback(this,&Gamepad::joy_isr));
}
// button interrupts ISRs
@@ -244,4 +310,81 @@
void Gamepad::start_isr()
{
start_flag=1;
+}
+void Gamepad::joy_isr()
+{
+ joy_flag=1;
+}
+
+// get raw joystick coordinate in range -1 to 1
+// Direction (x,y)
+// North (0,1)
+// East (1,0)
+// South (0,-1)
+// West (-1,0)
+Vector2D Gamepad::get_coord()
+{
+ // read() returns value in range 0.0 to 1.0 so is scaled and centre value
+ // substracted to get values in the range -1.0 to 1.0
+ float x = 2.0f*( horiz->read() - _x0 );
+ float y = 2.0f*( vert->read() - _y0 );
+
+ // Note: the x value here is inverted to ensure the positive x is to the
+ // right. This is simply due to how the potentiometer on the joystick
+ // I was using was connected up. It could have been corrected in hardware
+ // by swapping the power supply pins. Instead it is done in software so may
+ // need to be changed depending on your wiring setup
+
+ Vector2D coord = {-x,y};
+ return coord;
+}
+
+// This maps the raw x,y coord onto a circular grid.
+// See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
+Vector2D Gamepad::get_mapped_coord()
+{
+ Vector2D coord = get_coord();
+
+ // do the transformation
+ float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
+ float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
+
+ Vector2D mapped_coord = {x,y};
+ return mapped_coord;
+}
+
+// this function converts the mapped coordinates into polar form
+Polar Gamepad::get_polar()
+{
+ // get the mapped coordinate
+ Vector2D coord = get_mapped_coord();
+
+ // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
+ // We want 0 degrees to correspond to North and increase clockwise to 359
+ // like a compass heading, so we need to swap the axis and invert y
+ float x = coord.y;
+ float y = coord.x;
+
+ float mag = sqrt(x*x+y*y); // pythagoras
+ float angle = RAD2DEG*atan2(y,x);
+ // angle will be in range -180 to 180, so add 360 to negative angles to
+ // move to 0 to 360 range
+ if (angle < 0.0f) {
+ angle+=360.0f;
+ }
+
+ // the noise on the ADC causes the values of x and y to fluctuate slightly
+ // around the centred values. This causes the random angle values to get
+ // calculated when the joystick is centred and untouched. This is also when
+ // the magnitude is very small, so we can check for a small magnitude and then
+ // set the angle to -1. This will inform us when the angle is invalid and the
+ // joystick is centred
+
+ if (mag < TOL) {
+ mag = 0.0f;
+ angle = -1.0f;
+ }
+
+ Polar p = {mag,angle};
+ return p;
}
\ No newline at end of file