PokittoLib is the library needed for programming the Pokitto DIY game console (www.pokitto.com)

Dependents:   Sensitive

Fork of PokittoLib by Jonne Valola

Revision:
0:e8b8f36b4505
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/POKITTO_CORE/PokittoButtons.cpp	Mon Sep 18 11:47:51 2017 +0000
@@ -0,0 +1,261 @@
+/**************************************************************************/
+/*!
+    @file     PokittoButtons.cpp
+    @author   Jonne Valola
+
+    @section LICENSE
+
+    Software License Agreement (BSD License)
+
+    Copyright (c) 2016, Jonne Valola
+    All rights reserved.
+
+    Redistribution and use in source and binary forms, with or without
+    modification, are permitted provided that the following conditions are met:
+    1. Redistributions of source code must retain the above copyright
+    notice, this list of conditions and the following disclaimer.
+    2. Redistributions in binary form must reproduce the above copyright
+    notice, this list of conditions and the following disclaimer in the
+    documentation and/or other materials provided with the distribution.
+    3. Neither the name of the copyright holders nor the
+    names of its contributors may be used to endorse or promote products
+    derived from this software without specific prior written permission.
+
+    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
+    EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+    WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+    DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY
+    DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+    LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+    ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+    (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+    SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+/**************************************************************************/
+
+#include "PokittoCore.h"
+
+using namespace Pokitto;
+
+uint8_t Buttons::pins[NUM_BTN];
+uint8_t Buttons::states[NUM_BTN];
+uint8_t Buttons::buttons_state;
+uint8_t Buttons::buttons_held;
+uint8_t Buttons::buttons_released; // from LSB up,down,left,right,a,b,c
+uint16_t Buttons::cHWLongPress = CHWLONGPRESSTIMEOUT;
+
+
+void Buttons::begin() {
+    #ifndef POK_SIM
+    Pokitto::initButtons();
+    #endif // POK_SIM
+}
+
+void Buttons::update() {
+    #if POK_USE_CONSOLE > 1
+    if (console.conscounter) return;
+    #endif // POK_USE_CONSOLE
+    #ifndef POK_SIM
+        /** HARDWARE CODE **/
+    for (uint8_t thisButton = 0; thisButton < NUM_BTN; thisButton++) {
+        if (Pokitto::heldStates[thisButton]) { //if button pressed
+            states[thisButton]++; //increase button hold time
+        } else {
+            if (states[thisButton] == 0)//button idle
+                continue;
+            if (states[thisButton] == 0xFF)//if previously released
+                states[thisButton] = 0; //set to idle
+            else
+                states[thisButton] = 0xFF; //button just released
+        }
+        }
+    #else
+        /** POK_SIM code **/
+        simulator.pollButtons();
+        for (uint8_t thisButton = 0; thisButton < NUM_BTN; thisButton++) {
+        uint8_t temp=0;
+        switch (thisButton) {
+        case 0:
+            temp = simulator.leftHeld(); break;
+        case 1:
+            temp = simulator.upHeld(); break;
+        case 2:
+            temp = simulator.rightHeld(); break;
+        case 3:
+            temp = simulator.downHeld(); break;
+        case 4:
+            temp = simulator.aHeld(); break;
+        case 5:
+            temp = simulator.bHeld(); break;
+        case 6:
+            temp = simulator.cHeld(); break;
+        default:
+            break;
+        }
+
+        if (temp == HIGH) { //if button pressed
+            states[thisButton]++; //increase button hold time
+        } else {
+            if (states[thisButton] == 0)//button idle
+                continue;
+            if (states[thisButton] == 0xFF)//if previously released
+                states[thisButton] = 0; //set to idle
+            else
+                states[thisButton] = 0xFF; //button just released
+        }
+        }
+
+        #endif // POK_SIM
+}
+
+/*
+ * Returns true when 'button' is pressed.
+ * The button has to be released for it to be triggered again.
+ */
+bool Buttons::pressed(uint8_t button) {
+    if (states[button] == 1)
+        return true;
+    else
+        return false;
+}
+
+/*
+ * return true if 'button' is released
+ */
+bool Buttons::released(uint8_t button) {
+    if (states[button] == 0xFF)
+        return true;
+    else
+        return false;
+}
+
+/**
+ * returns true ONCE when 'button' is held for 'time' frames
+ * @param button The button's ID
+ * @param time How much frames button must be held, between 1 and 254.
+ * @return true when 'button' is held for 'time' frames
+ */
+bool Buttons::held(uint8_t button, uint8_t time){
+    if(states[button] == (time+1))
+        return true;
+    else
+        return false;
+}
+
+/**
+ * returns true every 'period' frames when 'button' is held
+ * @param button The button's ID
+ * @param period How much frames button must be held, between 1 and 254.
+ * @return true if the button is held for the given time
+ */
+bool Buttons::repeat(uint8_t button, uint8_t period) {
+    if (period <= 1) {
+        if ((states[button] != 0xFF) && (states[button]))
+            return true;
+    } else {
+        if ((states[button] != 0xFF) && ((states[button] % period) == 1))
+            return true;
+    }
+    return false;
+}
+
+/**
+ *
+ * @param button The button's ID
+ * @return The number of frames during which the button has been held.
+ */
+uint8_t Buttons::timeHeld(uint8_t button){
+    if(states[button] != 0xFF)
+        return states[button];
+    else
+        return 0;
+
+}
+
+void Buttons::pollButtons() {
+    #ifdef POK_SIM
+    simulator.pollButtons();
+    #else
+    uint8_t buttons_state_old = buttons_state;
+    buttons_state = 0; // clear all
+    if (upBtn()) buttons_state |= (1<<UPBIT);
+    if (downBtn()) buttons_state |= (1<<DOWNBIT);
+    if (leftBtn()) buttons_state |= (1<<LEFTBIT);
+    if (rightBtn()) buttons_state |= (1<<RIGHTBIT);
+    if (aBtn()) buttons_state |= (1<<ABIT);
+    if (bBtn()) buttons_state |= (1<<BBIT);
+    if (cBtn()) buttons_state |= (1<<CBIT);
+    buttons_held = buttons_state & buttons_state_old; // only if both 1, end result is 1
+    buttons_released = ~buttons_state & buttons_state_old; // if now zero, then 1 AND previous 1 = 1
+    #endif // POK_SIM
+}
+
+uint8_t Buttons::aBtn() {
+    #ifdef POK_SIM
+    return simulator.aBtn();
+    #else
+    return Pokitto::heldStates[BTN_A];
+    #endif // POK_SIM
+}
+
+
+uint8_t Buttons::bBtn() {
+    #ifdef POK_SIM
+    return simulator.bBtn();
+    #else
+    return Pokitto::heldStates[BTN_B];
+    #endif // POK_SIM
+}
+
+uint8_t Buttons::cBtn() {
+    uint8_t c;
+    #ifdef POK_SIM
+    c = simulator.cBtn();
+    #else
+    c = Pokitto::heldStates[BTN_C];
+    #endif // POK_SIM
+    return c;
+}
+
+uint8_t Buttons::leftBtn() {
+    #ifdef POK_SIM
+    return simulator.leftBtn();
+    #else
+    return Pokitto::heldStates[BTN_LEFT];
+    #endif // POK_SIM
+}
+
+uint8_t Buttons::rightBtn() {
+    #ifdef POK_SIM
+    return simulator.rightBtn();
+    #else
+    return Pokitto::heldStates[BTN_RIGHT];
+    #endif // POK_SIM
+}
+
+uint8_t Buttons::upBtn() {
+    #ifdef POK_SIM
+    return simulator.upBtn();
+    #else
+    return Pokitto::heldStates[BTN_UP];
+    #endif // POK_SIM
+}
+
+uint8_t Buttons::downBtn() {
+    #ifdef POK_SIM
+    return simulator.downBtn();
+    #else
+    return Pokitto::heldStates[BTN_DOWN];
+    #endif // POK_SIM
+}
+
+
+
+
+
+
+
+
+//** EOF **//
+