This Class allows the joystick, buttons and petiometers to be implemented easily and coherently in other classes
Fork of Gamepad by
Diff: Controller.cpp
- Revision:
- 23:34da21dfdfd6
- Parent:
- 22:2f5a009a82a6
- Child:
- 24:7b149f5d4bef
--- a/Controller.cpp Wed Apr 12 23:47:06 2017 +0000 +++ b/Controller.cpp Sat Apr 15 15:39:47 2017 +0000 @@ -149,51 +149,6 @@ } } -// this method gets the magnitude of the joystick movement -float Controller::get_mag() -{ - Polar p = get_polar(); - return p.mag; -} - -// this method gets the angle of joystick movement (0 to 360, 0 North) -float Controller::get_angle() -{ - Polar p = get_polar(); - return p.angle; -} - -Direction Controller::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 Controller::tone_off() @@ -267,78 +222,6 @@ _event_state.set(JOY_PRESSED); } -// 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 Controller::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 Controller::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 Controller::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; -} int Controller::check_for_buttons() { if (check_event(A_PRESSED)) { return 1; }