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da37d16da7
...
9234060532
2
.gitignore
vendored
2
.gitignore
vendored
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@ -1,2 +0,0 @@
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*.elf
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*.hex
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61
Joystick.cpp
61
Joystick.cpp
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@ -17,13 +17,16 @@ bool operator !=(JoyReport a, JoyReport b){
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Joystick::Joystick(bool debug) {
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_debug = debug;
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_virtual_buttons = 0;
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_num_buttons = 0;
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_num_axes = 0;
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_have_pulsed_button = false;
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for (uint8_t i=0; i < JOYSTICK_NUM_AXES; i++) {
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_joyReport.axis[i] = 0;
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}
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for (uint8_t i=0; i < JOYSTICK_NUM_BYTES; i++) {
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_joyReport.button[i] = 0;
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}
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}
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void Joystick::Init() {
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@ -38,23 +41,10 @@ void Joystick::AddButton(uint8_t pin, ButtonType type, bool pullup) {
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Button button;
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button.type = type;
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button.inverted = pullup;
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button.bouncer.attach(pin, mode);
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uint8_t increment = 1;
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button.vbutton0 = _virtual_buttons;
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if (type == BUTTON_PULSED_DOUBLE_ACTION_SPLIT) {
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increment = 2;
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button.vbutton1 = _virtual_buttons + 1;
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}
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if (_virtual_buttons + increment > JOYSTICK_NUM_BUTTONS) {
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// todo: fail here
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}
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_buttons[_num_buttons] = button;
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_num_buttons++;
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_virtual_buttons += increment;
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if (type & _BUTTON_PULSED_TYPES) _have_pulsed_button = true;
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}
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@ -67,11 +57,11 @@ void Joystick::AddAxis(uint8_t pin) {
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void Joystick::Update() {
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JoyReport oldReport = _joyReport;
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for (uint8_t i = 0; i < _num_buttons; i++) {
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for (int i = 0; i < _num_buttons; i++) {
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_UpdateButton(i);
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}
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for (uint8_t i = 0; i < _num_axes; i++) {
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for (int i = 0; i < _num_axes; i++) {
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_UpdateAxis(i);
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}
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@ -110,10 +100,8 @@ void Joystick::ReleaseAllButtons() {
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}
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void Joystick::_ReleasePulsedButtons() {
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for (uint8_t i = 0; i < _num_buttons; i++ ) {
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Button button = _buttons[i];
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if (button.type & _BUTTON_PULSED_TYPES) ReleaseButton(button.vbutton0);
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if (button.type & BUTTON_PULSED_DOUBLE_ACTION_SPLIT) ReleaseButton(button.vbutton1);
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for (uint8_t i = 0; i < _num_buttons; i++) {
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if (_buttons[i].type & _BUTTON_PULSED_TYPES) ReleaseButton(i);
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}
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}
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@ -136,39 +124,20 @@ void Joystick::Write() {
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delay(250);
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}
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void Joystick::_UpdateButton(uint8_t button_num) {
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Button *button = &_buttons[button_num];
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void Joystick::_UpdateButton(uint8_t index) {
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Button* button = &_buttons[index];
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bool changed = button->bouncer.update();
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if (!changed) return;
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bool on = button->bouncer.rose();
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if (button->inverted) on = button->bouncer.fell();
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switch (button->type) {
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case BUTTON_PASSTHRU:
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if (on) PressButton(button->vbutton0);
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else ReleaseButton(button->vbutton0);
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case BUTTON_LATCHED:
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if (button->bouncer.rose()) PressButton(index);
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else if (button->bouncer.fell()) ReleaseButton(index);
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break;
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case BUTTON_PULSED:
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if (on) PressButton(button->vbutton0);
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if (button->bouncer.rose()) PressButton(index);
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break;
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case BUTTON_PULSED_DOUBLE_ACTION:
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PressButton(button->vbutton0);
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break;
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case BUTTON_PULSED_DOUBLE_ACTION_SPLIT:
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if (on) PressButton(button->vbutton0);
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else PressButton(button->vbutton1);
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break;
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case BUTTON_LATCHED_MOMENTARY:
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if (on) {
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if (!button->pressed) {
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PressButton(button->vbutton0);
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button->pressed = true;
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} else {
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ReleaseButton(button->vbutton0);
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button->pressed = false;
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}
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}
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if (changed) PressButton(index);
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break;
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default:
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if (_debug) {
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19
Joystick.h
19
Joystick.h
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@ -16,11 +16,9 @@
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#define JOYSTICK_NUM_BYTES (JOYSTICK_NUM_BUTTONS+7)/8
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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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BUTTON_LATCHED = 0x1,
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BUTTON_PULSED = 0x2,
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BUTTON_PULSED_DOUBLE_ACTION = 0x4
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};
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struct JoyReport {
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@ -31,10 +29,6 @@ struct JoyReport {
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struct Button {
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ButtonType type;
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Bounce bouncer;
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uint8_t vbutton0;
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uint8_t vbutton1; // only used by BUTTON_PULSED_DOUBLE_ACTION_SPLIT
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bool pressed = false; // only used by BUTTON_LATCHED_MOMENTARY
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bool inverted = false; // if true, send button press on release and vice versa.
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};
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bool operator ==(JoyReport a, JoyReport b);
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@ -46,10 +40,10 @@ class Joystick {
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void Init();
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void Update();
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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=false);
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void AddAxis(uint8_t pin); // Axes don't actually work yet!
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// Public access to these functions is deprecated and they may become private in a future
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// These functions are deprecated and may become private in a future
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// version. Prefer the above API instead.
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void SetAxis(uint8_t axis, int16_t value);
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void PressButton(uint8_t button);
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@ -64,7 +58,6 @@ class Joystick {
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Button _buttons[JOYSTICK_NUM_BUTTONS];
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uint8_t _num_buttons;
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uint8_t _virtual_buttons; // a single user-defined button can have multiple virtual buttons.
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bool _have_pulsed_button;
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uint8_t _axes[JOYSTICK_NUM_AXES];
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@ -75,6 +68,6 @@ class Joystick {
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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)
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#define _BUTTON_PULSED_TYPES (BUTTON_PULSED | BUTTON_PULSED_DOUBLE_ACTION)
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#endif
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@ -2,7 +2,7 @@
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This is a library that builds and sends USB HID Joystick reports, making it easy to build USB Joysticks with Arduino.
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## Dependencies
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* Your Arduino's USB communication chip must be programmed with the arduino-big-joystick firmware (or similar). See <https://github.com/harlequin-tech/arduino-usb> for more info.
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* Your Arduino's USB communication chip be programmed with the arduino-big-joystick firmware (or similar). See <https://github.com/harlequin-tech/arduino-usb> for more info.
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* The Bounce2 library, available at <https://github.com/thomasfredericks/Bounce2>.
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## Installation
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TARGET_BOARD=arduino:avr:uno
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COM_PORT=/dev/ttyACM0
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build:
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arduino-cli compile -b ${TARGET_BOARD}
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upload:
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arduino-cli upload -b ${TARGET_BOARD} -p ${COM_PORT}
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// An example sketch using the joystick library.
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// In this example, we have 3 toggle switches and 2 momentary pushbuttons.
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// Each button is configured in a different one of the available behaviors.
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#include <Bounce2.h>
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#include <Joystick.h>
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bool debug = false;
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Joystick joystick(debug);
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void setup() {
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joystick.AddButton(9, BUTTON_PASSTHRU);
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joystick.AddButton(10, BUTTON_LATCHED_MOMENTARY);
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joystick.AddButton(11, BUTTON_PULSED);
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joystick.AddButton(12, BUTTON_PULSED_DOUBLE_ACTION);
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joystick.AddButton(13, BUTTON_PULSED_DOUBLE_ACTION_SPLIT);
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joystick.Init();
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}
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void loop() {
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joystick.Update();
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}
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