Rename variables for clarity, fix enumeration bug.

This commit is contained in:
Anna Rose 2021-11-01 22:09:11 +00:00
parent 398668205d
commit 3fd595c7c2
4 changed files with 21 additions and 20 deletions

2
.gitignore vendored Normal file
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@ -0,0 +1,2 @@
*.elf
*.hex

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@ -17,7 +17,7 @@ bool operator !=(JoyReport a, JoyReport b){
Joystick::Joystick(bool debug) {
_debug = debug;
_last_button_index = 0;
_virtual_buttons = 0;
_num_axes = 0;
_have_pulsed_button = false;
@ -39,22 +39,21 @@ void Joystick::AddButton(uint8_t pin, ButtonType type, bool pullup) {
Button button;
button.type = type;
button.bouncer.attach(pin, mode);
uint8_t index = _last_button_index + 1;
uint8_t increment = 1;
button.index0 = index;
button.vbutton0 = _virtual_buttons;
if (type == BUTTON_PULSED_DOUBLE_ACTION_SPLIT) {
increment = 2;
button.index1 = index + 1;
button.vbutton1 = _virtual_buttons + 1;
}
if (_last_button_index + increment > JOYSTICK_NUM_BUTTONS) {
if (_virtual_buttons + increment > JOYSTICK_NUM_BUTTONS) {
// todo: fail here
}
_buttons[_num_buttons] = button;
_num_buttons++;
_last_button_index += increment;
_virtual_buttons += increment;
if (type & _BUTTON_PULSED_TYPES) _have_pulsed_button = true;
}
@ -112,8 +111,8 @@ void Joystick::ReleaseAllButtons() {
void Joystick::_ReleasePulsedButtons() {
for (uint8_t i = 0; i < _num_buttons; i++ ) {
Button button = _buttons[i];
if (button.type & _BUTTON_PULSED_TYPES) ReleaseButton(button.index0);
if (button.type & BUTTON_PULSED_DOUBLE_ACTION_SPLIT) ReleaseButton(button.index1);
if (button.type & _BUTTON_PULSED_TYPES) ReleaseButton(button.vbutton0);
if (button.type & BUTTON_PULSED_DOUBLE_ACTION_SPLIT) ReleaseButton(button.vbutton1);
}
}
@ -142,26 +141,26 @@ void Joystick::_UpdateButton(uint8_t button_num) {
switch (button->type) {
case BUTTON_PASSTHRU:
if (button->bouncer.rose()) PressButton(button->index0);
else if (button->bouncer.fell()) ReleaseButton(button->index0);
if (button->bouncer.rose()) PressButton(button->vbutton0);
else if (button->bouncer.fell()) ReleaseButton(button->vbutton0);
break;
case BUTTON_PULSED:
if (button->bouncer.rose()) PressButton(button->index0);
if (button->bouncer.rose()) PressButton(button->vbutton0);
break;
case BUTTON_PULSED_DOUBLE_ACTION:
if (changed) PressButton(button->index0);
if (changed) PressButton(button->vbutton0);
break;
case BUTTON_PULSED_DOUBLE_ACTION_SPLIT:
if (button->bouncer.rose()) PressButton(button->index0);
else if (button->bouncer.fell()) PressButton(button->index1);
if (button->bouncer.rose()) PressButton(button->vbutton0);
else if (button->bouncer.fell()) PressButton(button->vbutton1);
break;
case BUTTON_LATCHED_MOMENTARY:
if (button->bouncer.rose()) {
if (!button->pressed) {
PressButton(button->index0);
PressButton(button->vbutton0);
button->pressed = true;
} else {
ReleaseButton(button->index0);
ReleaseButton(button->vbutton0);
button->pressed = false;
}
}

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@ -31,8 +31,8 @@ struct JoyReport {
struct Button {
ButtonType type;
Bounce bouncer;
uint8_t index0;
uint8_t index1; // only used by BUTTON_PULSED_DOUBLE_ACTION_SPLIT
uint8_t vbutton0;
uint8_t vbutton1; // only used by BUTTON_PULSED_DOUBLE_ACTION_SPLIT
bool pressed = false; // only used by BUTTON_LATCHED_MOMENTARY
bool inverted = false; // if true, send button press on release and vice versa.
};
@ -64,7 +64,7 @@ class Joystick {
Button _buttons[JOYSTICK_NUM_BUTTONS];
uint8_t _num_buttons;
uint8_t _last_button_index; // a single physical button can have multiple logical buttons. _last_button_index tracks the number of logical / virtual buttons we have defined.
uint8_t _virtual_buttons; // a single user-defined button can have multiple virtual buttons.
bool _have_pulsed_button;
uint8_t _axes[JOYSTICK_NUM_AXES];

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@ -5,7 +5,7 @@
#include <Bounce2.h>
#include <Joystick.h>
bool debug = false;
bool debug = true;
Joystick joystick(debug);
void setup() {