Rework example code, fix bugs and get to compiling state. Also introduce missing logic for the Matrix code to keep track of what column is active.

This commit is contained in:
Anna Rose Wiggins 2021-11-22 20:10:08 +00:00
parent 8ebc1a5523
commit 690afdbce5
18 changed files with 194 additions and 26 deletions

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example/example.ino Normal file
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// An example sketch using the joystick library, demonstrating recommended usage
// of all features.
#include <Joystick.h>
#include <Matrix.h>
#include <Mux.h>
using namespace admux;
// Always use defines to match your pins to their logical wiring
// pins 2 and 3 are attached to a rotary encoder
#define ENCODER 2,3
// these buttons are attached directly to Arduino input pins
#define BTN1 4
#define BTN2 5
#define BTN3 6
#define BTN4 7
// pins 8-13 are attached to a 3x3 scanning input matrix. Pins 8-10 are the row pins, 11-13 are the column pins
// However, note that the column pins are 0-indexed; the actual pins are defined in the Matrix object later.
#define MATRIX1 8,0
#define MATRIX2 9,0
#define MATRIX3 10,0
#define MATRIX4 8,1
#define MATRIX5 9,1
#define MATRIX6 10,1
#define MATRIX7 8,2
#define MATRIX8 9,2
#define MATRIX9 10,2
// A multiplexer is attached to pins A1-A5
#define MUX_SIG A1 // the multiplexer's signal pin is on Analog 1
#define MUX_ADDR A2,A3,A4,A5 // the multiplexer's address pins are A2-A5, in that order
// These are 3 buttons attached to the multiplexer channels
#define MUX_BTN1 0
#define MUX_BTN2 1
#define MUX_BTN3 2
bool debug = false;
Joystick js(debug);
void setup() {
js.AddEncoder(ENCODER, ENCODER_PULSED_SPLIT);
// Different types of button programming are available. BUTTON_PASSTHRU simply passes on the button's
// real state, and will be the most common, but you can also change how the button works in software like so...
// With BUTTON_PULSED, no matter how long the button stays held down, it will only send a button press for 250ms
// then deactivate until pressed again.
js.AddButton(BTN1, BUTTON_PULSED);
// BUTTON_PULSED_DOUBLE_ACTION does the same thing, but sends a *second* 250ms press when the button is deactivated
// This is great for an on-off toggle switch that should send an "event" in both directions.
js.AddButton(BTN2, BUTTON_PULSED_DOUBLE_ACTION);
// BUTTON_PULSED_DOUBLE_ACTION_SPLIT is just like the above, but it sends *different* button presses for the "on"
// and "off" states.
js.AddButton(BTN3, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
// BUTTON_LATCHED_MOMENTARY lets you turn a momentary pushbutton into a toggle switch.
// One press will "press and hold" the button. The next press releases the button.
js.AddButton(BTN4, BUTTON_LATCHED_MOMENTARY);
// One way to get more room for inputs is to use a scan matrix.
// See http://blog.komar.be/how-to-make-a-keyboard-the-matrix/ for a very detailed discussion of how these work.
// This is a 3x3 example, so we can get 9 buttons out of 6 inputs.
// For faster read results, always add buttons so that buttons with the same *column* are grouped together.
uint8_t cols[] = {11, 12, 13};
Matrix* matrix = new Matrix(cols);
js.AddMatrixButton(MATRIX1, matrix, BUTTON_PASSTHRU);
js.AddMatrixButton(MATRIX2, matrix, BUTTON_PASSTHRU);
js.AddMatrixButton(MATRIX3, matrix, BUTTON_PASSTHRU);
js.AddMatrixButton(MATRIX4, matrix, BUTTON_PASSTHRU);
js.AddMatrixButton(MATRIX5, matrix, BUTTON_PASSTHRU);
js.AddMatrixButton(MATRIX6, matrix, BUTTON_PASSTHRU);
js.AddMatrixButton(MATRIX7, matrix, BUTTON_PASSTHRU);
js.AddMatrixButton(MATRIX8, matrix, BUTTON_PASSTHRU);
js.AddMatrixButton(MATRIX9, matrix, BUTTON_PASSTHRU);
// another way to get more room for our inputs, this code adds a 16-channel multiplexer.
// It only attaches 3 buttons, but could attach up to channel 15.
Mux* mux = new Mux(Pin(MUX_SIG, INPUT_PULLUP, PinType::Digital), Pinset(MUX_ADDR));
js.AddMuxButton(MUX_BTN1, mux, BUTTON_PASSTHRU);
js.AddMuxButton(MUX_BTN2, mux, BUTTON_PASSTHRU);
js.AddMuxButton(MUX_BTN3, mux, BUTTON_PASSTHRU);
js.Init();
}
void loop() {
// check all the button states and send any changes
js.Update();
}