Refactor code substantially, moving buttons into separate classes and using a lot more pointers to conserve memory until it is needed.
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Button.h
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97
Button.h
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#ifndef _BUTTON_H_
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#define _BUTTON_H_
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#include <Encoder.h>
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#include <Mux.h>
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#include <Bounce2.h>
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using namespace admux;
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class Joystick; // forward declaration
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enum ButtonType {
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BUTTON_PASSTHRU = 0x1, // always use the (debounced) absolute state of the input
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BUTTON_PULSED = 0x2, // on button press, send an on signal followed immediately by an off signal.
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BUTTON_PULSED_DOUBLE_ACTION = 0x4, // Send a button press twice - once for press and once for release.
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BUTTON_PULSED_DOUBLE_ACTION_SPLIT = 0x8, // Send two separate button presses - one button on press, another on release.
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BUTTON_LATCHED_MOMENTARY = 0x10,
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ENCODER_PULSED_SPLIT = 0x20 // A rotary encoder that should be treated as two different pulsed/momentary buttons, one for each direction
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};
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// The abstract button base class. A button must have, at a minimum:
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// * a button *type* (typically automatically assigned by the constructor)
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// * at least one "virtual button" - that is, a Joystick input that it controls
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// * an update method.
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class Button {
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public:
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Button(uint8_t vbutton);
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virtual void Update(Joystick* js) = 0;
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virtual void ReleaseButtons(Joystick* js);
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ButtonType type;
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protected:
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uint8_t vbutton;
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};
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// An abstract class for a momentary/pushbutton or toggle switch. Special properties:
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// * needs to be explicitly debounced
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// * may use the microcontroller's built-in pullup resistor mode to eliminate noise
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// * may be attached to a multiplexer. In this case, the `pin` value will be treated as a multiplexer channel,
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// and the multiplexer logic will be automatically invoked by Update()
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class SwitchButton : public Button {
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public:
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SwitchButton(uint8_t pin, uint8_t vbutton, bool pullup, Mux* mux);
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virtual void Update(Joystick* js) = 0;
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bool BouncerUpdate(); // returns true if the pin's status has changed
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bool On();
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protected:
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Bounce bouncer;
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bool inverted;
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Mux *mux;
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uint8_t channel_id;
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};
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class PassthruButton : public SwitchButton {
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public:
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PassthruButton(uint8_t pin, uint8_t vbutton, bool pullup = true, Mux* mux = NULL);
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void Update(Joystick* js);
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};
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class LatchedButton : public SwitchButton {
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public:
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LatchedButton(uint8_t pin, uint8_t vbutton, bool pullup = true, Mux* mux = NULL);
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void Update(Joystick* js);
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protected:
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bool pressed;
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};
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class PulsedButton : public SwitchButton {
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public:
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PulsedButton(uint8_t pin, uint8_t vbutton, bool double_action = false, bool split = false, bool pullup = true, Mux* mux = NULL);
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void Update(Joystick* js);
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void ReleaseButtons(Joystick* js);
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protected:
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bool double_action;
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bool split;
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uint8_t vbutton2;
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};
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class EncoderButton : public Button {
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public:
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EncoderButton(uint8_t pin1, uint8_t pin2, uint8_t vbutton);
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void Update(Joystick* js);
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void ReleaseButtons(Joystick* js);
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protected:
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Encoder* encoder;
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long last_value;
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uint8_t vbutton2;
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};
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// Internal use only.
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#define _BUTTON_PULSED_TYPES (BUTTON_PULSED | BUTTON_PULSED_DOUBLE_ACTION | BUTTON_PULSED_DOUBLE_ACTION_SPLIT | ENCODER_PULSED_SPLIT)
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#endif
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