Class used to interface with the handheld gamepad.

Fork of Gamepad by Craig Evans

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;
}