Another bugfix, improve header documentation a bit.
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17
Joystick.h
17
Joystick.h
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@ -33,14 +33,19 @@ class Joystick {
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void Init();
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void Init();
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void Update();
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void Update();
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// Add a button to the joystick.
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// Use these functions to add a button to the joystick.
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// Button types are documented in the ButtonType enum.
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// Button types are documented in the ButtonType enum. See Button.h for details.
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// If `pullup` is true, your button should connect the pin to ground. (also be sure that your board supports INPUT_PULLUP on that pin)
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// If 'pullup' is true, your button should connect the pin to ground. (also be sure that your board supports INPUT_PULLUP on that pin)
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// If `pullup` is false, your button should connect the pin to VCC.
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// If 'pullup' is false, your button should connect the pin to VCC.
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// Setting `analogOnly` to true indicates your button *must* be read with analog code, such as the A6 and A7 pins
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// on the Arduino Nano.
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// Add a button connected directly to a pin on the microcontroller.
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void AddButton(uint8_t pin, ButtonType type, bool pullup=true);
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void AddButton(uint8_t pin, ButtonType type, bool pullup=true);
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// Add a button connected to a channel on a Multiplexer.
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// FIXME: This doesn't currently work!
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void AddMuxButton(uint8_t channel, Mux* mux, ButtonType type, bool pullup=true);
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void AddMuxButton(uint8_t channel, Mux* mux, ButtonType type, bool pullup=true);
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// Add a button connected to a scan matrix.
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void AddMatrixButton(uint8_t row, uint8_t col, Matrix* matrix, ButtonType type, bool pullup=true);
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void AddMatrixButton(uint8_t row, uint8_t col, Matrix* matrix, ButtonType type, bool pullup=true);
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// Add a rotary encoder. ENCODER button types allow you to treat an encoder as a momentary button or an axis (TODO)
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// Add a rotary encoder. ENCODER button types allow you to treat an encoder as a momentary button or an axis (TODO)
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@ -19,7 +19,7 @@ uint8_t Reader::getMode(bool pullup) {
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DirectReader::DirectReader(uint8_t pin, bool inverted) : Reader(inverted) {
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DirectReader::DirectReader(uint8_t pin, bool inverted) : Reader(inverted) {
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uint8_t mode = getMode(inverted);
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uint8_t mode = getMode(inverted);
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this->bouncer.attach(pin);
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this->bouncer.attach(pin, mode);
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}
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}
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bool DirectReader::Update() {
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bool DirectReader::Update() {
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@ -18,6 +18,7 @@ using namespace admux;
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#define BTN2 5
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#define BTN2 5
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#define BTN3 6
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#define BTN3 6
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#define BTN4 7
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#define BTN4 7
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#define BTN5 A0
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// pins 8-13 are attached to a 3x3 scanning input matrix. Pins 8-10 are the row pins, 11-13 are the column pins.
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// pins 8-13 are attached to a 3x3 scanning input matrix. Pins 8-10 are the row pins, 11-13 are the column pins.
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#define MATRIX1 8,11
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#define MATRIX1 8,11
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@ -68,6 +69,9 @@ void setup() {
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// BUTTON_LATCHED_MOMENTARY lets you turn a momentary pushbutton into a toggle switch.
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// BUTTON_LATCHED_MOMENTARY lets you turn a momentary pushbutton into a toggle switch.
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// One press will "press and hold" the button. The next press releases the button.
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// One press will "press and hold" the button. The next press releases the button.
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js.AddButton(BTN4, BUTTON_LATCHED_MOMENTARY);
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js.AddButton(BTN4, BUTTON_LATCHED_MOMENTARY);
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// This is a standard PASSTHRU button. It simply mirrors the actual state of the physical button.
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js.AddButton(BTN5, BUTTON_PASSTHRU);
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// One way to get more room for inputs is to use a scan matrix.
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// One way to get more room for inputs is to use a scan matrix.
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// See http://blog.komar.be/how-to-make-a-keyboard-the-matrix/ for a very detailed discussion of how these work.
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// See http://blog.komar.be/how-to-make-a-keyboard-the-matrix/ for a very detailed discussion of how these work.
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