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Gamepad.cpp
- Committer:
- eencae
- Date:
- 2017-02-06
- Revision:
- 3:964a6d95acdd
- Parent:
- 2:ea5538fcfe2f
- Child:
- 4:bafb7f483e93
File content as of revision 3:964a6d95acdd:
#include "Gamepad.h"
//////////// constructor/destructor ////////////
Gamepad::Gamepad()
{
led_1 = new PwmOut(PTA1);
led_2 = new PwmOut(PTA2);
led_3 = new PwmOut(PTC2);
led_4 = new PwmOut(PTC3);
led_5 = new PwmOut(PTC4);
led_6 = new PwmOut(PTD3);
joystick = new Joystick(PTB10,PTB11,PTC16);
button_A = new InterruptIn(PTB9);
button_B = new InterruptIn(PTD0);
button_X = new InterruptIn(PTC17);
button_Y = new InterruptIn(PTC12);
button_back = new InterruptIn(PTB19);
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);
timeout = new Timeout();
}
Gamepad::~Gamepad()
{
delete led_1,led_2,led_3,led_4,led_5,led_6;
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;
}
///////////////// public methods /////////////////
void Gamepad::init()
{
lcd->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,joy_flag=0;
l_flag=0,r_flag=0,back_flag=0,start_flag=0;
}
void Gamepad::leds_off()
{
fade_leds(0.0);
}
void Gamepad::leds_on()
{
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;
}
}
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()
{
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);
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));
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_joystick->rise(callback(this,&Gamepad::joy_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;
}
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;
}