Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Gamepad.cpp
- Committer:
- eencae
- Date:
- 2017-02-04
- Revision:
- 2:ea5538fcfe2f
- Parent:
- 1:6d25cd49059b
- Child:
- 3:964a6d95acdd
File content as of revision 2:ea5538fcfe2f:
#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);
lcd = new N5110(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
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);
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()
{
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;
}
}
///////////////////// 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;
}