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:
- 21:99ec20695524
- Child:
- 22:2f5a009a82a6
diff -r 0941b9c3cb7b -r 99ec20695524 Controller.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Controller.cpp Wed Apr 12 22:19:48 2017 +0000 @@ -0,0 +1,353 @@ +#include "Controller.h" + +#include "mbed.h" + +//////////// constructor/destructor //////////// +Controller::Controller() + : + _led1(new PwmOut(PTA1)), + _led2(new PwmOut(PTA2)), + _led3(new PwmOut(PTC2)), + _led4(new PwmOut(PTC3)), + _led5(new PwmOut(PTC4)), + _led6(new PwmOut(PTD3)), + + _button_A(new InterruptIn(PTB9)), + _button_B(new InterruptIn(PTD0)), + _button_X(new InterruptIn(PTC17)), + _button_Y(new InterruptIn(PTC12)), + _button_L(new InterruptIn(PTB18)), + _button_R(new InterruptIn(PTB3)), + _button_back(new InterruptIn(PTB19)), + _button_start(new InterruptIn(PTC5)), + _button_joystick(new InterruptIn(PTC16)), + + _vert(new AnalogIn(PTB10)), + _horiz(new AnalogIn(PTB11)), + + _buzzer(new PwmOut(PTC10)), + _pot(new AnalogIn(PTB2)), + + _timeout(new Timeout()), + + _event_state(0), + + _x0(0), + _y0(0) +{} + +Controller::~Controller() +{ + delete _led1,_led2,_led3,_led4,_led5,_led6; + 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 Controller::init() +{ + leds_off(); + init_buttons(); + + // read centred values of joystick + _x0 = _horiz->read(); + _y0 = _vert->read(); + + // clear all flags + _event_state = 0; +} + +void Controller::leds_off() +{ + leds(0.0); +} + +void Controller::leds_on() +{ + leds(1.0); +} + +void Controller::leds(float val) const +{ + 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; + + _led1->write(val); + _led2->write(val); + _led3->write(val); + _led4->write(val); + _led5->write(val); + _led6->write(val); +} + +void Controller::led(int n,float val) const +{ + // ensure they are within vlaid range + if (val < 0.0f) { + val = 0.0f; + } + if (val > 1.0f) { + val = 1.0f; + } + + switch (n) { + + // check for valid LED number and set value + + case 1: + _led1->write(1.0f-val); // active-low so subtract from 1 + break; + case 2: + _led2->write(1.0f-val); // active-low so subtract from 1 + break; + case 3: + _led3->write(1.0f-val); // active-low so subtract from 1 + break; + case 4: + _led4->write(1.0f-val); // active-low so subtract from 1 + break; + case 5: + _led5->write(1.0f-val); // active-low so subtract from 1 + break; + case 6: + _led6->write(1.0f-val); // active-low so subtract from 1 + break; + + } +} + +float Controller::read_pot() const +{ + return _pot->read(); +} + +void Controller::tone(float frequency, float duration) +{ + _buzzer->period(1.0f/frequency); + _buzzer->write(0.5); // 50% duty cycle - square wave + _timeout->attach(callback(this, &Controller::tone_off), duration ); +} + +bool Controller::check_event(ControllerEvent const id) +{ + // Check whether event flag is set + if (_event_state[id]) { + _event_state.reset(id); // clear flag + return true; + } else { + return false; + } +} + +// 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() +{ + // called after timeout + _buzzer->write(0.0); +} + +void Controller::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,&Controller::a_isr)); + _button_B->rise(callback(this,&Controller::b_isr)); + _button_X->rise(callback(this,&Controller::x_isr)); + _button_Y->rise(callback(this,&Controller::y_isr)); + _button_L->rise(callback(this,&Controller::l_isr)); + _button_R->rise(callback(this,&Controller::r_isr)); + _button_start->rise(callback(this,&Controller::start_isr)); + _button_back->rise(callback(this,&Controller::back_isr)); + _button_joystick->rise(callback(this,&Controller::joy_isr)); +} + +// button interrupts ISRs +// Each of these simply sets the appropriate event bit in the _event_state +// variable +void Controller::a_isr() +{ + _event_state.set(A_PRESSED); +} +void Controller::b_isr() +{ + _event_state.set(B_PRESSED); +} +void Controller::x_isr() +{ + _event_state.set(X_PRESSED); +} +void Controller::y_isr() +{ + _event_state.set(Y_PRESSED); +} +void Controller::l_isr() +{ + _event_state.set(L_PRESSED); +} +void Controller::r_isr() +{ + _event_state.set(R_PRESSED); +} +void Controller::back_isr() +{ + _event_state.set(BACK_PRESSED); +} +void Controller::start_isr() +{ + _event_state.set(START_PRESSED); +} +void Controller::joy_isr() +{ + _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; } + else if (check_event(B_PRESSED)) { + return 2; } + else if (check_event(X_PRESSED)) { + return 3; } + else if (check_event(Y_PRESSED)) { + return 4; } + else { + return 0; } + }