Update board and code to use a scan matrix. This is cheaper, has a smaller footprint, and is at least as performant as the multiplexer approach.

This commit is contained in:
Anna Rose Wiggins 2021-11-24 12:15:50 -05:00
parent 28c135140c
commit 35098e12a6
5 changed files with 2213 additions and 2497 deletions

View file

@ -1,75 +1,82 @@
#include <Joystick.h>
#include <Mux.h>
#include <Matrix.h>
Joystick joystick(false);
// These defines match the board schematic
#define ENC1 2, 3
#define ENC2 4, 5
#define BTN1 6
#define BTN2 7
#define BTN3 8
#define BTN4 9
#define BTN5 10
#define BTN6 11
#define BTN7 12
#define BTN8 13
#define BTN9 A0
#define ENC1 2, 4
#define ENC2 3, 5
// Buttons 10 and higher are all on A1 (the MUX signal pin), these are multiplexer channel IDs
#define BTN10 0
#define BTN11 1
#define BTN12 2
#define BTN13 3
#define BTN14 4
#define BTN15 5
#define BTN16 6
#define BTN17 7
#define BTN18 8
#define BTN19 9
#define BTN20 10
#define BTN21 11
#define BTN22 12
#define KBTN1 13
#define KBTN2 14
#define KBTN3 15
// Matrix defines
#define R0 6
#define R1 7
#define R2 8
#define R3 9
#define R4 10
#define C0 A3
#define C1 A2
#define C2 A1
#define C3 A0
#define BTN1 R0,C0
#define BTN2 R1,C0
#define BTN3 R2,C0
#define BTN4 R3,C0
#define BTN5 R4,C0
#define BTN6 R0,C1
#define BTN7 R1,C1
#define BTN8 R2,C1
#define BTN9 R3,C1
#define BTN10 R0,C2
#define BTN11 R1,C2
#define BTN12 R2,C2
#define BTN13 R3,C2
#define BTN14 R0,C3
#define BTN15 R1,C3
#define BTN16 R2,C3
#define BTN17 R3,C3
#define KBTN1 R4,C1
#define KBTN2 R4,C2
#define KBTN3 R4,C3
void setup() {
// Encoders
joystick.AddEncoder(ENC1, ENCODER_PULSED_SPLIT);
joystick.AddEncoder(ENC2, ENCODER_PULSED_SPLIT);
// // Power switches
joystick.AddButton(BTN1, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
joystick.AddButton(BTN2, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
joystick.AddButton(BTN3, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
joystick.AddButton(BTN4, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
// // HUD modes
joystick.AddButton(BTN5, BUTTON_PASSTHRU);
joystick.AddButton(BTN6, BUTTON_PASSTHRU);
joystick.AddButton(BTN7, BUTTON_PASSTHRU);
// // Mining Modules
joystick.AddButton(BTN8, BUTTON_PASSTHRU);
joystick.AddButton(BTN9, BUTTON_PASSTHRU);
joystick.AddButton(BTN10, BUTTON_PASSTHRU, true, mux);
// // Flight Modes
joystick.AddButton(BTN11, BUTTON_PASSTHRU, true, mux);
joystick.AddButton(BTN12, BUTTON_PASSTHRU, true, mux);
joystick.AddButton(BTN13, BUTTON_PASSTHRU, true, mux);
joystick.AddButton(BTN14, BUTTON_PASSTHRU, true, mux);
// // Doors & Lights
joystick.AddButton(BTN15, BUTTON_PULSED_DOUBLE_ACTION, true, mux);
joystick.AddButton(BTN16, BUTTON_PULSED_DOUBLE_ACTION_SPLIT, true, mux);
joystick.AddButton(BTN17, BUTTON_PULSED_DOUBLE_ACTION_SPLIT, true, mux);
// We will add the 2-stage "key buttons" in a slightly odd order
// in order to keep columns together for faster scanning.
Matrix* matrix = new Matrix({C0, C1, C2, C3}, 4);
// // Emergency Panel
joystick.AddButton(KBTN1, BUTTON_PASSTHRU);
joystick.AddButton(KBTN2, BUTTON_PASSTHRU);
joystick.AddButton(KBTN3, BUTTON_PASSTHRU);
// Flight modes
joystick.AddMatrixButton(BTN1, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(BTN2, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(BTN3, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(BTN4, matrix, BUTTON_PASSTHRU);
// Lights and Doors
joystick.AddMatrixButton(BTN5, matrix, BUTTON_PULSED_DOUBLE_ACTION);
joystick.AddMatrixButton(BTN6, matrix, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
joystick.AddMatrixButton(BTN7, matrix, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
// Mining modules (plus first keybutton)
joystick.AddMatrixButton(BTN8, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(BTN9, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(KBTN1, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(BTN10, matrix, BUTTON_PASSTHRU);
// HUD modes
joystick.AddMatrixButton(BTN11, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(BTN12, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(BTN13, matrix, BUTTON_PASSTHRU);
// Flight modes (and latter 2 keybuttons)
joystick.AddMatrixButton(KBTN2, matrix, BUTTON_PASSTHRU);
joystick.AddMatrixButton(BTN14, matrix, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
joystick.AddMatrixButton(BTN15, matrix, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
joystick.AddMatrixButton(BTN16, matrix, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
joystick.AddMatrixButton(BTN17, matrix, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
joystick.AddMatrixButton(KBTN3, matrix, BUTTON_PASSTHRU);
joystick.Init();
}