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Dependencies: mbed MotionSensor
Diff: Peripherals/Gamepad/Gamepad.cpp
- Revision:
- 60:44ddfb791e2b
- Parent:
- 59:fd4669864b67
--- a/Peripherals/Gamepad/Gamepad.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,391 +0,0 @@
-#include "Gamepad.h"
-
-#include "mbed.h"
-
-//////////// constructor/destructor ////////////
-Gamepad::Gamepad()
- :
- _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)
-{}
-
-Gamepad::~Gamepad()
-{
- 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 Gamepad::init()
-{
- leds_off();
- init_buttons();
-
- // read centred values of joystick
- _x0 = _horiz->read();
- _y0 = _vert->read();
-
- // clear all flags
- _event_state = 0;
-}
-
-void Gamepad::leds_off()
-{
- leds(0.0);
-}
-
-void Gamepad::leds_on()
-{
- leds(1.0);
-}
-
-void Gamepad::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 Gamepad::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 Gamepad::read_pot() const
-{
- 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::check_event(GamepadEvent 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 Gamepad::get_mag()
-{
- Polar p = get_polar();
- return p.mag;
-}
-
-// this method gets the angle of joystick movement (0 to 360, 0 North)
-float Gamepad::get_angle()
-{
- Polar p = get_polar();
- return p.angle;
-}
-
-Direction Gamepad::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 Gamepad::tone_off()
-{
- // called after timeout
- _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);
- _button_joystick->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_joystick->rise(callback(this,&Gamepad::joy_isr));
- // therefore setup falling edge interrupts
- _button_A->fall(callback(this,&Gamepad::a_reset_isr));
- _button_B->fall(callback(this,&Gamepad::b_reset_isr));
- _button_X->fall(callback(this,&Gamepad::x_reset_isr));
- _button_Y->fall(callback(this,&Gamepad::y_reset_isr));
- _button_L->fall(callback(this,&Gamepad::l_reset_isr));
- _button_R->fall(callback(this,&Gamepad::r_reset_isr));
- _button_start->fall(callback(this,&Gamepad::start_reset_isr));
- _button_back->fall(callback(this,&Gamepad::back_reset_isr));
- _button_joystick->fall(callback(this,&Gamepad::joy_reset_isr));
-}
-
-// button interrupts ISRs
-// Each of these simply sets the appropriate event bit in the _event_state
-// variable
-void Gamepad::a_isr()
-{
- _event_state.set(A_PRESSED);
-}
-void Gamepad::b_isr()
-{
- _event_state.set(B_PRESSED);
-}
-void Gamepad::x_isr()
-{
- _event_state.set(X_PRESSED);
-}
-void Gamepad::y_isr()
-{
- _event_state.set(Y_PRESSED);
-}
-void Gamepad::l_isr()
-{
- _event_state.set(L_PRESSED);
-}
-void Gamepad::r_isr()
-{
- _event_state.set(R_PRESSED);
-}
-void Gamepad::back_isr()
-{
- _event_state.set(BACK_PRESSED);
-}
-void Gamepad::start_isr()
-{
- _event_state.set(START_PRESSED);
-}
-void Gamepad::joy_isr()
-{
- _event_state.set(JOY_PRESSED);
-}
-
-// button interrupts ISRs
-// Each of these simply resets the appropriate event bit in the _event_state
-// variable
-void Gamepad::a_reset_isr()
-{
- _event_state.reset(A_PRESSED);
-}
-void Gamepad::b_reset_isr()
-{
- _event_state.reset(B_PRESSED);
-}
-void Gamepad::x_reset_isr()
-{
- _event_state.reset(X_PRESSED);
-}
-void Gamepad::y_reset_isr()
-{
- _event_state.reset(Y_PRESSED);
-}
-void Gamepad::l_reset_isr()
-{
- _event_state.reset(L_PRESSED);
-}
-void Gamepad::r_reset_isr()
-{
- _event_state.reset(R_PRESSED);
-}
-void Gamepad::back_reset_isr()
-{
- _event_state.reset(BACK_PRESSED);
-}
-void Gamepad::start_reset_isr()
-{
- _event_state.reset(START_PRESSED);
-}
-void Gamepad::joy_reset_isr()
-{
- _event_state.reset(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 Gamepad::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 Gamepad::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 Gamepad::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;
-}
\ No newline at end of file