Analog joystick library

Dependents:   GameProject_Prototype Joystick lcd205 Joystick205 ... more

Joystick.cpp

Committer:
eencae
Date:
2017-02-07
Revision:
0:649b59b2fb26

File content as of revision 0:649b59b2fb26:

#include "Joystick.h"

Joystick::Joystick(PinName vertPin,PinName horizPin,PinName clickPin)
{
    vert = new AnalogIn(vertPin);
    horiz = new AnalogIn(horizPin);
    click = new InterruptIn(clickPin);
}

void Joystick::init()
{
    // read centred values of joystick
    _x0 = horiz->read();
    _y0 = vert->read();

    // this assumes that the joystick is centred when the init function is called
    // if perfectly centred, the pots should read 0.5, but this may
    // not be the case and x0 and y0 will be used to calibrate readings

    // turn on pull-down for button -> this assumes the other side of the button
    // is connected to +3V3 so we read 1 when pressed and 0 when not pressed
    click->mode(PullDown);
    // we therefore need to fire the interrupt on a rising edge
    click->rise(callback(this,&Joystick::click_isr));
    // need to use a callback since mbed-os5 - basically tells it to look in this class for the ISR
    _click_flag = 0;

}

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;
}

// this method gets the magnitude of the joystick movement
float Joystick::get_mag()
{
    Polar p = get_polar();
    return p.mag;
}

// this method gets the angle of joystick movement (0 to 360, 0 North)
float Joystick::get_angle()
{
    Polar p = get_polar();
    return p.angle;
}

// 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 Joystick::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 Joystick::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 Joystick::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;
}

bool Joystick::button_pressed()
{
    // ISR must have been triggered
    if (_click_flag) {
        _click_flag = 0;  // clear flag
        return true;
    } else {
        return false;
    }
}

void Joystick::click_isr()
{
    _click_flag = 1;
}