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Gamepad/Gamepad.cpp@133:05bb8de3c630, 2019-05-09 (annotated)
- Committer:
- jamesheavey
- Date:
- Thu May 09 09:02:23 2019 +0000
- Revision:
- 133:05bb8de3c630
- Parent:
- 0:7d4d2023ed9c
Added reset_flags function to gamepad to fix the problem of button inputs carrying through to different menus
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
jamesheavey | 0:7d4d2023ed9c | 1 | #include "Gamepad.h" |
jamesheavey | 0:7d4d2023ed9c | 2 | |
jamesheavey | 0:7d4d2023ed9c | 3 | #include "mbed.h" |
jamesheavey | 0:7d4d2023ed9c | 4 | |
jamesheavey | 0:7d4d2023ed9c | 5 | //////////// constructor/destructor //////////// |
jamesheavey | 0:7d4d2023ed9c | 6 | Gamepad::Gamepad() |
jamesheavey | 0:7d4d2023ed9c | 7 | : |
jamesheavey | 0:7d4d2023ed9c | 8 | _led1(new PwmOut(PTA1)), |
jamesheavey | 0:7d4d2023ed9c | 9 | _led2(new PwmOut(PTA2)), |
jamesheavey | 0:7d4d2023ed9c | 10 | _led3(new PwmOut(PTC2)), |
jamesheavey | 0:7d4d2023ed9c | 11 | _led4(new PwmOut(PTC3)), |
jamesheavey | 0:7d4d2023ed9c | 12 | _led5(new PwmOut(PTC4)), |
jamesheavey | 0:7d4d2023ed9c | 13 | _led6(new PwmOut(PTD3)), |
jamesheavey | 0:7d4d2023ed9c | 14 | |
jamesheavey | 0:7d4d2023ed9c | 15 | _button_A(new InterruptIn(PTB9)), |
jamesheavey | 0:7d4d2023ed9c | 16 | _button_B(new InterruptIn(PTD0)), |
jamesheavey | 0:7d4d2023ed9c | 17 | _button_X(new InterruptIn(PTC17)), |
jamesheavey | 0:7d4d2023ed9c | 18 | _button_Y(new InterruptIn(PTC12)), |
jamesheavey | 0:7d4d2023ed9c | 19 | _button_L(new InterruptIn(PTB18)), |
jamesheavey | 0:7d4d2023ed9c | 20 | _button_R(new InterruptIn(PTB3)), |
jamesheavey | 0:7d4d2023ed9c | 21 | _button_back(new InterruptIn(PTB19)), |
jamesheavey | 0:7d4d2023ed9c | 22 | _button_start(new InterruptIn(PTC5)), |
jamesheavey | 0:7d4d2023ed9c | 23 | _button_joystick(new InterruptIn(PTC16)), |
jamesheavey | 0:7d4d2023ed9c | 24 | |
jamesheavey | 0:7d4d2023ed9c | 25 | _vert(new AnalogIn(PTB10)), |
jamesheavey | 0:7d4d2023ed9c | 26 | _horiz(new AnalogIn(PTB11)), |
jamesheavey | 0:7d4d2023ed9c | 27 | |
jamesheavey | 0:7d4d2023ed9c | 28 | _buzzer(new PwmOut(PTC10)), |
jamesheavey | 0:7d4d2023ed9c | 29 | _pot(new AnalogIn(PTB2)), |
jamesheavey | 0:7d4d2023ed9c | 30 | |
jamesheavey | 0:7d4d2023ed9c | 31 | _timeout(new Timeout()), |
jamesheavey | 0:7d4d2023ed9c | 32 | |
jamesheavey | 0:7d4d2023ed9c | 33 | _event_state(0), |
jamesheavey | 0:7d4d2023ed9c | 34 | |
jamesheavey | 0:7d4d2023ed9c | 35 | _x0(0), |
jamesheavey | 0:7d4d2023ed9c | 36 | _y0(0) |
jamesheavey | 0:7d4d2023ed9c | 37 | {} |
jamesheavey | 0:7d4d2023ed9c | 38 | |
jamesheavey | 0:7d4d2023ed9c | 39 | Gamepad::~Gamepad() |
jamesheavey | 0:7d4d2023ed9c | 40 | { |
jamesheavey | 0:7d4d2023ed9c | 41 | delete _led1,_led2,_led3,_led4,_led5,_led6; |
jamesheavey | 0:7d4d2023ed9c | 42 | delete _button_A,_button_B,_button_joystick,_vert,_horiz; |
jamesheavey | 0:7d4d2023ed9c | 43 | delete _button_X,_button_Y,_button_back,_button_start; |
jamesheavey | 0:7d4d2023ed9c | 44 | delete _button_L,_button_R, _buzzer, _pot, _timeout; |
jamesheavey | 0:7d4d2023ed9c | 45 | } |
jamesheavey | 0:7d4d2023ed9c | 46 | |
jamesheavey | 0:7d4d2023ed9c | 47 | ///////////////// public methods ///////////////// |
jamesheavey | 0:7d4d2023ed9c | 48 | |
jamesheavey | 0:7d4d2023ed9c | 49 | void Gamepad::init() |
jamesheavey | 0:7d4d2023ed9c | 50 | { |
jamesheavey | 0:7d4d2023ed9c | 51 | leds_off(); |
jamesheavey | 0:7d4d2023ed9c | 52 | init_buttons(); |
jamesheavey | 0:7d4d2023ed9c | 53 | |
jamesheavey | 0:7d4d2023ed9c | 54 | // read centred values of joystick |
jamesheavey | 0:7d4d2023ed9c | 55 | _x0 = _horiz->read(); |
jamesheavey | 0:7d4d2023ed9c | 56 | _y0 = _vert->read(); |
jamesheavey | 0:7d4d2023ed9c | 57 | |
jamesheavey | 0:7d4d2023ed9c | 58 | // clear all flags |
jamesheavey | 0:7d4d2023ed9c | 59 | _event_state = 0; |
jamesheavey | 0:7d4d2023ed9c | 60 | } |
jamesheavey | 0:7d4d2023ed9c | 61 | |
jamesheavey | 0:7d4d2023ed9c | 62 | void Gamepad::leds_off() |
jamesheavey | 0:7d4d2023ed9c | 63 | { |
jamesheavey | 0:7d4d2023ed9c | 64 | leds(0.0); |
jamesheavey | 0:7d4d2023ed9c | 65 | } |
jamesheavey | 0:7d4d2023ed9c | 66 | |
jamesheavey | 0:7d4d2023ed9c | 67 | void Gamepad::leds_on() |
jamesheavey | 0:7d4d2023ed9c | 68 | { |
jamesheavey | 0:7d4d2023ed9c | 69 | leds(1.0); |
jamesheavey | 0:7d4d2023ed9c | 70 | } |
jamesheavey | 0:7d4d2023ed9c | 71 | |
jamesheavey | 0:7d4d2023ed9c | 72 | void Gamepad::leds(float val) const |
jamesheavey | 0:7d4d2023ed9c | 73 | { |
jamesheavey | 0:7d4d2023ed9c | 74 | if (val < 0.0f) { |
jamesheavey | 0:7d4d2023ed9c | 75 | val = 0.0f; |
jamesheavey | 0:7d4d2023ed9c | 76 | } |
jamesheavey | 0:7d4d2023ed9c | 77 | if (val > 1.0f) { |
jamesheavey | 0:7d4d2023ed9c | 78 | val = 1.0f; |
jamesheavey | 0:7d4d2023ed9c | 79 | } |
jamesheavey | 0:7d4d2023ed9c | 80 | |
jamesheavey | 0:7d4d2023ed9c | 81 | // leds are active-low, so subtract from 1.0 |
jamesheavey | 0:7d4d2023ed9c | 82 | // 0.0 corresponds to fully-off, 1.0 to fully-on |
jamesheavey | 0:7d4d2023ed9c | 83 | val = 1.0f - val; |
jamesheavey | 0:7d4d2023ed9c | 84 | |
jamesheavey | 0:7d4d2023ed9c | 85 | _led1->write(val); |
jamesheavey | 0:7d4d2023ed9c | 86 | _led2->write(val); |
jamesheavey | 0:7d4d2023ed9c | 87 | _led3->write(val); |
jamesheavey | 0:7d4d2023ed9c | 88 | _led4->write(val); |
jamesheavey | 0:7d4d2023ed9c | 89 | _led5->write(val); |
jamesheavey | 0:7d4d2023ed9c | 90 | _led6->write(val); |
jamesheavey | 0:7d4d2023ed9c | 91 | } |
jamesheavey | 0:7d4d2023ed9c | 92 | |
jamesheavey | 0:7d4d2023ed9c | 93 | void Gamepad::led(int n,float val) const |
jamesheavey | 0:7d4d2023ed9c | 94 | { |
jamesheavey | 0:7d4d2023ed9c | 95 | // ensure they are within vlaid range |
jamesheavey | 0:7d4d2023ed9c | 96 | if (val < 0.0f) { |
jamesheavey | 0:7d4d2023ed9c | 97 | val = 0.0f; |
jamesheavey | 0:7d4d2023ed9c | 98 | } |
jamesheavey | 0:7d4d2023ed9c | 99 | if (val > 1.0f) { |
jamesheavey | 0:7d4d2023ed9c | 100 | val = 1.0f; |
jamesheavey | 0:7d4d2023ed9c | 101 | } |
jamesheavey | 0:7d4d2023ed9c | 102 | |
jamesheavey | 0:7d4d2023ed9c | 103 | switch (n) { |
jamesheavey | 0:7d4d2023ed9c | 104 | |
jamesheavey | 0:7d4d2023ed9c | 105 | // check for valid LED number and set value |
jamesheavey | 0:7d4d2023ed9c | 106 | |
jamesheavey | 0:7d4d2023ed9c | 107 | case 1: |
jamesheavey | 0:7d4d2023ed9c | 108 | _led1->write(1.0f-val); // active-low so subtract from 1 |
jamesheavey | 0:7d4d2023ed9c | 109 | break; |
jamesheavey | 0:7d4d2023ed9c | 110 | case 2: |
jamesheavey | 0:7d4d2023ed9c | 111 | _led2->write(1.0f-val); // active-low so subtract from 1 |
jamesheavey | 0:7d4d2023ed9c | 112 | break; |
jamesheavey | 0:7d4d2023ed9c | 113 | case 3: |
jamesheavey | 0:7d4d2023ed9c | 114 | _led3->write(1.0f-val); // active-low so subtract from 1 |
jamesheavey | 0:7d4d2023ed9c | 115 | break; |
jamesheavey | 0:7d4d2023ed9c | 116 | case 4: |
jamesheavey | 0:7d4d2023ed9c | 117 | _led4->write(1.0f-val); // active-low so subtract from 1 |
jamesheavey | 0:7d4d2023ed9c | 118 | break; |
jamesheavey | 0:7d4d2023ed9c | 119 | case 5: |
jamesheavey | 0:7d4d2023ed9c | 120 | _led5->write(1.0f-val); // active-low so subtract from 1 |
jamesheavey | 0:7d4d2023ed9c | 121 | break; |
jamesheavey | 0:7d4d2023ed9c | 122 | case 6: |
jamesheavey | 0:7d4d2023ed9c | 123 | _led6->write(1.0f-val); // active-low so subtract from 1 |
jamesheavey | 0:7d4d2023ed9c | 124 | break; |
jamesheavey | 0:7d4d2023ed9c | 125 | |
jamesheavey | 0:7d4d2023ed9c | 126 | } |
jamesheavey | 0:7d4d2023ed9c | 127 | } |
jamesheavey | 0:7d4d2023ed9c | 128 | |
jamesheavey | 0:7d4d2023ed9c | 129 | float Gamepad::read_pot() const |
jamesheavey | 0:7d4d2023ed9c | 130 | { |
jamesheavey | 0:7d4d2023ed9c | 131 | return _pot->read(); |
jamesheavey | 0:7d4d2023ed9c | 132 | } |
jamesheavey | 0:7d4d2023ed9c | 133 | |
jamesheavey | 0:7d4d2023ed9c | 134 | void Gamepad::tone(float frequency, float duration) |
jamesheavey | 0:7d4d2023ed9c | 135 | { |
jamesheavey | 0:7d4d2023ed9c | 136 | _buzzer->period(1.0f/frequency); |
jamesheavey | 0:7d4d2023ed9c | 137 | _buzzer->write(0.5); // 50% duty cycle - square wave |
jamesheavey | 0:7d4d2023ed9c | 138 | _timeout->attach(callback(this, &Gamepad::tone_off), duration ); |
jamesheavey | 0:7d4d2023ed9c | 139 | } |
jamesheavey | 0:7d4d2023ed9c | 140 | |
jamesheavey | 0:7d4d2023ed9c | 141 | bool Gamepad::check_event(GamepadEvent const id) |
jamesheavey | 0:7d4d2023ed9c | 142 | { |
jamesheavey | 0:7d4d2023ed9c | 143 | // Check whether event flag is set |
jamesheavey | 0:7d4d2023ed9c | 144 | if (_event_state[id]) { |
jamesheavey | 0:7d4d2023ed9c | 145 | _event_state.reset(id); // clear flag |
jamesheavey | 0:7d4d2023ed9c | 146 | return true; |
jamesheavey | 0:7d4d2023ed9c | 147 | } else { |
jamesheavey | 0:7d4d2023ed9c | 148 | return false; |
jamesheavey | 0:7d4d2023ed9c | 149 | } |
jamesheavey | 0:7d4d2023ed9c | 150 | } |
jamesheavey | 0:7d4d2023ed9c | 151 | |
jamesheavey | 133:05bb8de3c630 | 152 | void Gamepad::reset_flags() |
jamesheavey | 133:05bb8de3c630 | 153 | { |
jamesheavey | 133:05bb8de3c630 | 154 | // reset all button flags |
jamesheavey | 133:05bb8de3c630 | 155 | _event_state.reset(A_PRESSED); |
jamesheavey | 133:05bb8de3c630 | 156 | _event_state.reset(B_PRESSED); |
jamesheavey | 133:05bb8de3c630 | 157 | _event_state.reset(X_PRESSED); |
jamesheavey | 133:05bb8de3c630 | 158 | _event_state.reset(Y_PRESSED); |
jamesheavey | 133:05bb8de3c630 | 159 | _event_state.reset(START_PRESSED); |
jamesheavey | 133:05bb8de3c630 | 160 | _event_state.reset(BACK_PRESSED); |
jamesheavey | 133:05bb8de3c630 | 161 | _event_state.reset(L_PRESSED); |
jamesheavey | 133:05bb8de3c630 | 162 | _event_state.reset(R_PRESSED); |
jamesheavey | 133:05bb8de3c630 | 163 | } |
jamesheavey | 133:05bb8de3c630 | 164 | |
jamesheavey | 0:7d4d2023ed9c | 165 | // this method gets the magnitude of the joystick movement |
jamesheavey | 0:7d4d2023ed9c | 166 | float Gamepad::get_mag() |
jamesheavey | 0:7d4d2023ed9c | 167 | { |
jamesheavey | 0:7d4d2023ed9c | 168 | Polar p = get_polar(); |
jamesheavey | 0:7d4d2023ed9c | 169 | return p.mag; |
jamesheavey | 0:7d4d2023ed9c | 170 | } |
jamesheavey | 0:7d4d2023ed9c | 171 | |
jamesheavey | 0:7d4d2023ed9c | 172 | // this method gets the angle of joystick movement (0 to 360, 0 North) |
jamesheavey | 0:7d4d2023ed9c | 173 | float Gamepad::get_angle() |
jamesheavey | 0:7d4d2023ed9c | 174 | { |
jamesheavey | 0:7d4d2023ed9c | 175 | Polar p = get_polar(); |
jamesheavey | 0:7d4d2023ed9c | 176 | return p.angle; |
jamesheavey | 0:7d4d2023ed9c | 177 | } |
jamesheavey | 0:7d4d2023ed9c | 178 | |
jamesheavey | 0:7d4d2023ed9c | 179 | Direction Gamepad::get_direction() |
jamesheavey | 0:7d4d2023ed9c | 180 | { |
jamesheavey | 0:7d4d2023ed9c | 181 | float angle = get_angle(); // 0 to 360, -1 for centred |
jamesheavey | 0:7d4d2023ed9c | 182 | |
jamesheavey | 0:7d4d2023ed9c | 183 | Direction d; |
jamesheavey | 0:7d4d2023ed9c | 184 | // partition 360 into segments and check which segment the angle is in |
jamesheavey | 0:7d4d2023ed9c | 185 | if (angle < 0.0f) { |
jamesheavey | 0:7d4d2023ed9c | 186 | d = CENTRE; // check for -1.0 angle |
jamesheavey | 0:7d4d2023ed9c | 187 | } else if (angle < 22.5f) { // then keep going in 45 degree increments |
jamesheavey | 0:7d4d2023ed9c | 188 | d = N; |
jamesheavey | 0:7d4d2023ed9c | 189 | } else if (angle < 67.5f) { |
jamesheavey | 0:7d4d2023ed9c | 190 | d = NE; |
jamesheavey | 0:7d4d2023ed9c | 191 | } else if (angle < 112.5f) { |
jamesheavey | 0:7d4d2023ed9c | 192 | d = E; |
jamesheavey | 0:7d4d2023ed9c | 193 | } else if (angle < 157.5f) { |
jamesheavey | 0:7d4d2023ed9c | 194 | d = SE; |
jamesheavey | 0:7d4d2023ed9c | 195 | } else if (angle < 202.5f) { |
jamesheavey | 0:7d4d2023ed9c | 196 | d = S; |
jamesheavey | 0:7d4d2023ed9c | 197 | } else if (angle < 247.5f) { |
jamesheavey | 0:7d4d2023ed9c | 198 | d = SW; |
jamesheavey | 0:7d4d2023ed9c | 199 | } else if (angle < 292.5f) { |
jamesheavey | 0:7d4d2023ed9c | 200 | d = W; |
jamesheavey | 0:7d4d2023ed9c | 201 | } else if (angle < 337.5f) { |
jamesheavey | 0:7d4d2023ed9c | 202 | d = NW; |
jamesheavey | 0:7d4d2023ed9c | 203 | } else { |
jamesheavey | 0:7d4d2023ed9c | 204 | d = N; |
jamesheavey | 0:7d4d2023ed9c | 205 | } |
jamesheavey | 0:7d4d2023ed9c | 206 | |
jamesheavey | 0:7d4d2023ed9c | 207 | return d; |
jamesheavey | 0:7d4d2023ed9c | 208 | } |
jamesheavey | 0:7d4d2023ed9c | 209 | |
jamesheavey | 0:7d4d2023ed9c | 210 | ///////////////////// private methods //////////////////////// |
jamesheavey | 0:7d4d2023ed9c | 211 | |
jamesheavey | 0:7d4d2023ed9c | 212 | void Gamepad::tone_off() |
jamesheavey | 0:7d4d2023ed9c | 213 | { |
jamesheavey | 0:7d4d2023ed9c | 214 | // called after timeout |
jamesheavey | 0:7d4d2023ed9c | 215 | _buzzer->write(0.0); |
jamesheavey | 0:7d4d2023ed9c | 216 | } |
jamesheavey | 0:7d4d2023ed9c | 217 | |
jamesheavey | 0:7d4d2023ed9c | 218 | void Gamepad::init_buttons() |
jamesheavey | 0:7d4d2023ed9c | 219 | { |
jamesheavey | 0:7d4d2023ed9c | 220 | // turn on pull-downs as other side of button is connected to 3V3 |
jamesheavey | 0:7d4d2023ed9c | 221 | // button is 0 when not pressed and 1 when pressed |
jamesheavey | 0:7d4d2023ed9c | 222 | _button_A->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 223 | _button_B->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 224 | _button_X->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 225 | _button_Y->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 226 | _button_back->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 227 | _button_start->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 228 | _button_L->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 229 | _button_R->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 230 | _button_joystick->mode(PullDown); |
jamesheavey | 0:7d4d2023ed9c | 231 | // therefore setup rising edge interrupts |
jamesheavey | 0:7d4d2023ed9c | 232 | _button_A->rise(callback(this,&Gamepad::a_isr)); |
jamesheavey | 0:7d4d2023ed9c | 233 | _button_B->rise(callback(this,&Gamepad::b_isr)); |
jamesheavey | 0:7d4d2023ed9c | 234 | _button_X->rise(callback(this,&Gamepad::x_isr)); |
jamesheavey | 0:7d4d2023ed9c | 235 | _button_Y->rise(callback(this,&Gamepad::y_isr)); |
jamesheavey | 0:7d4d2023ed9c | 236 | _button_L->rise(callback(this,&Gamepad::l_isr)); |
jamesheavey | 0:7d4d2023ed9c | 237 | _button_R->rise(callback(this,&Gamepad::r_isr)); |
jamesheavey | 0:7d4d2023ed9c | 238 | _button_start->rise(callback(this,&Gamepad::start_isr)); |
jamesheavey | 0:7d4d2023ed9c | 239 | _button_back->rise(callback(this,&Gamepad::back_isr)); |
jamesheavey | 0:7d4d2023ed9c | 240 | _button_joystick->rise(callback(this,&Gamepad::joy_isr)); |
jamesheavey | 0:7d4d2023ed9c | 241 | } |
jamesheavey | 0:7d4d2023ed9c | 242 | |
jamesheavey | 0:7d4d2023ed9c | 243 | // button interrupts ISRs |
jamesheavey | 0:7d4d2023ed9c | 244 | // Each of these simply sets the appropriate event bit in the _event_state |
jamesheavey | 0:7d4d2023ed9c | 245 | // variable |
jamesheavey | 0:7d4d2023ed9c | 246 | void Gamepad::a_isr() |
jamesheavey | 0:7d4d2023ed9c | 247 | { |
jamesheavey | 0:7d4d2023ed9c | 248 | _event_state.set(A_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 249 | } |
jamesheavey | 0:7d4d2023ed9c | 250 | void Gamepad::b_isr() |
jamesheavey | 0:7d4d2023ed9c | 251 | { |
jamesheavey | 0:7d4d2023ed9c | 252 | _event_state.set(B_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 253 | } |
jamesheavey | 0:7d4d2023ed9c | 254 | void Gamepad::x_isr() |
jamesheavey | 0:7d4d2023ed9c | 255 | { |
jamesheavey | 0:7d4d2023ed9c | 256 | _event_state.set(X_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 257 | } |
jamesheavey | 0:7d4d2023ed9c | 258 | void Gamepad::y_isr() |
jamesheavey | 0:7d4d2023ed9c | 259 | { |
jamesheavey | 0:7d4d2023ed9c | 260 | _event_state.set(Y_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 261 | } |
jamesheavey | 0:7d4d2023ed9c | 262 | void Gamepad::l_isr() |
jamesheavey | 0:7d4d2023ed9c | 263 | { |
jamesheavey | 0:7d4d2023ed9c | 264 | _event_state.set(L_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 265 | } |
jamesheavey | 0:7d4d2023ed9c | 266 | void Gamepad::r_isr() |
jamesheavey | 0:7d4d2023ed9c | 267 | { |
jamesheavey | 0:7d4d2023ed9c | 268 | _event_state.set(R_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 269 | } |
jamesheavey | 0:7d4d2023ed9c | 270 | void Gamepad::back_isr() |
jamesheavey | 0:7d4d2023ed9c | 271 | { |
jamesheavey | 0:7d4d2023ed9c | 272 | _event_state.set(BACK_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 273 | } |
jamesheavey | 0:7d4d2023ed9c | 274 | void Gamepad::start_isr() |
jamesheavey | 0:7d4d2023ed9c | 275 | { |
jamesheavey | 0:7d4d2023ed9c | 276 | _event_state.set(START_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 277 | } |
jamesheavey | 0:7d4d2023ed9c | 278 | void Gamepad::joy_isr() |
jamesheavey | 0:7d4d2023ed9c | 279 | { |
jamesheavey | 0:7d4d2023ed9c | 280 | _event_state.set(JOY_PRESSED); |
jamesheavey | 0:7d4d2023ed9c | 281 | } |
jamesheavey | 0:7d4d2023ed9c | 282 | |
jamesheavey | 0:7d4d2023ed9c | 283 | // get raw joystick coordinate in range -1 to 1 |
jamesheavey | 0:7d4d2023ed9c | 284 | // Direction (x,y) |
jamesheavey | 0:7d4d2023ed9c | 285 | // North (0,1) |
jamesheavey | 0:7d4d2023ed9c | 286 | // East (1,0) |
jamesheavey | 0:7d4d2023ed9c | 287 | // South (0,-1) |
jamesheavey | 0:7d4d2023ed9c | 288 | // West (-1,0) |
jamesheavey | 0:7d4d2023ed9c | 289 | Vector2D Gamepad::get_coord() |
jamesheavey | 0:7d4d2023ed9c | 290 | { |
jamesheavey | 0:7d4d2023ed9c | 291 | // read() returns value in range 0.0 to 1.0 so is scaled and centre value |
jamesheavey | 0:7d4d2023ed9c | 292 | // substracted to get values in the range -1.0 to 1.0 |
jamesheavey | 0:7d4d2023ed9c | 293 | float x = 2.0f*( _horiz->read() - _x0 ); |
jamesheavey | 0:7d4d2023ed9c | 294 | float y = 2.0f*( _vert->read() - _y0 ); |
jamesheavey | 0:7d4d2023ed9c | 295 | |
jamesheavey | 0:7d4d2023ed9c | 296 | // Note: the x value here is inverted to ensure the positive x is to the |
jamesheavey | 0:7d4d2023ed9c | 297 | // right. This is simply due to how the potentiometer on the joystick |
jamesheavey | 0:7d4d2023ed9c | 298 | // I was using was connected up. It could have been corrected in hardware |
jamesheavey | 0:7d4d2023ed9c | 299 | // by swapping the power supply pins. Instead it is done in software so may |
jamesheavey | 0:7d4d2023ed9c | 300 | // need to be changed depending on your wiring setup |
jamesheavey | 0:7d4d2023ed9c | 301 | |
jamesheavey | 0:7d4d2023ed9c | 302 | Vector2D coord = {-x,y}; |
jamesheavey | 0:7d4d2023ed9c | 303 | return coord; |
jamesheavey | 0:7d4d2023ed9c | 304 | } |
jamesheavey | 0:7d4d2023ed9c | 305 | |
jamesheavey | 0:7d4d2023ed9c | 306 | // This maps the raw x,y coord onto a circular grid. |
jamesheavey | 0:7d4d2023ed9c | 307 | // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html |
jamesheavey | 0:7d4d2023ed9c | 308 | Vector2D Gamepad::get_mapped_coord() |
jamesheavey | 0:7d4d2023ed9c | 309 | { |
jamesheavey | 0:7d4d2023ed9c | 310 | Vector2D coord = get_coord(); |
jamesheavey | 0:7d4d2023ed9c | 311 | |
jamesheavey | 0:7d4d2023ed9c | 312 | // do the transformation |
jamesheavey | 0:7d4d2023ed9c | 313 | float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f); |
jamesheavey | 0:7d4d2023ed9c | 314 | float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f); |
jamesheavey | 0:7d4d2023ed9c | 315 | |
jamesheavey | 0:7d4d2023ed9c | 316 | Vector2D mapped_coord = {x,y}; |
jamesheavey | 0:7d4d2023ed9c | 317 | return mapped_coord; |
jamesheavey | 0:7d4d2023ed9c | 318 | } |
jamesheavey | 0:7d4d2023ed9c | 319 | |
jamesheavey | 0:7d4d2023ed9c | 320 | // this function converts the mapped coordinates into polar form |
jamesheavey | 0:7d4d2023ed9c | 321 | Polar Gamepad::get_polar() |
jamesheavey | 0:7d4d2023ed9c | 322 | { |
jamesheavey | 0:7d4d2023ed9c | 323 | // get the mapped coordinate |
jamesheavey | 0:7d4d2023ed9c | 324 | Vector2D coord = get_mapped_coord(); |
jamesheavey | 0:7d4d2023ed9c | 325 | |
jamesheavey | 0:7d4d2023ed9c | 326 | // at this point, 0 degrees (i.e. x-axis) will be defined to the East. |
jamesheavey | 0:7d4d2023ed9c | 327 | // We want 0 degrees to correspond to North and increase clockwise to 359 |
jamesheavey | 0:7d4d2023ed9c | 328 | // like a compass heading, so we need to swap the axis and invert y |
jamesheavey | 0:7d4d2023ed9c | 329 | float x = coord.y; |
jamesheavey | 0:7d4d2023ed9c | 330 | float y = coord.x; |
jamesheavey | 0:7d4d2023ed9c | 331 | |
jamesheavey | 0:7d4d2023ed9c | 332 | float mag = sqrt(x*x+y*y); // pythagoras |
jamesheavey | 0:7d4d2023ed9c | 333 | float angle = RAD2DEG*atan2(y,x); |
jamesheavey | 0:7d4d2023ed9c | 334 | // angle will be in range -180 to 180, so add 360 to negative angles to |
jamesheavey | 0:7d4d2023ed9c | 335 | // move to 0 to 360 range |
jamesheavey | 0:7d4d2023ed9c | 336 | if (angle < 0.0f) { |
jamesheavey | 0:7d4d2023ed9c | 337 | angle+=360.0f; |
jamesheavey | 0:7d4d2023ed9c | 338 | } |
jamesheavey | 0:7d4d2023ed9c | 339 | |
jamesheavey | 0:7d4d2023ed9c | 340 | // the noise on the ADC causes the values of x and y to fluctuate slightly |
jamesheavey | 0:7d4d2023ed9c | 341 | // around the centred values. This causes the random angle values to get |
jamesheavey | 0:7d4d2023ed9c | 342 | // calculated when the joystick is centred and untouched. This is also when |
jamesheavey | 0:7d4d2023ed9c | 343 | // the magnitude is very small, so we can check for a small magnitude and then |
jamesheavey | 0:7d4d2023ed9c | 344 | // set the angle to -1. This will inform us when the angle is invalid and the |
jamesheavey | 0:7d4d2023ed9c | 345 | // joystick is centred |
jamesheavey | 0:7d4d2023ed9c | 346 | |
jamesheavey | 0:7d4d2023ed9c | 347 | if (mag < TOL) { |
jamesheavey | 0:7d4d2023ed9c | 348 | mag = 0.0f; |
jamesheavey | 0:7d4d2023ed9c | 349 | angle = -1.0f; |
jamesheavey | 0:7d4d2023ed9c | 350 | } |
jamesheavey | 0:7d4d2023ed9c | 351 | |
jamesheavey | 0:7d4d2023ed9c | 352 | Polar p = {mag,angle}; |
jamesheavey | 0:7d4d2023ed9c | 353 | return p; |
jamesheavey | 0:7d4d2023ed9c | 354 | } |