Add new button type, clean up pull-up resistor logic. #1
16
Joystick.cpp
16
Joystick.cpp
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@ -54,7 +54,7 @@ void Joystick::AddButton(uint8_t pin, ButtonType type, bool pullup) {
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_buttons[_num_buttons] = button;
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_buttons[_num_buttons] = button;
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_num_buttons++;
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_num_buttons++;
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last_button_index += increment;
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_last_button_index += increment;
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if (type & _BUTTON_PULSED_TYPES) _have_pulsed_button = true;
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if (type & _BUTTON_PULSED_TYPES) _have_pulsed_button = true;
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}
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}
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@ -67,11 +67,11 @@ void Joystick::AddAxis(uint8_t pin) {
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void Joystick::Update() {
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void Joystick::Update() {
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JoyReport oldReport = _joyReport;
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JoyReport oldReport = _joyReport;
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for (uint i = 0; i < _num_buttons; i++) {
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for (uint8_t i = 0; i < _num_buttons; i++) {
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_UpdateButton(i);
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_UpdateButton(i);
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}
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}
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for (int i = 0; i < _num_axes; i++) {
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for (uint8_t i = 0; i < _num_axes; i++) {
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_UpdateAxis(i);
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_UpdateAxis(i);
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}
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}
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@ -111,8 +111,9 @@ void Joystick::ReleaseAllButtons() {
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void Joystick::_ReleasePulsedButtons() {
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void Joystick::_ReleasePulsedButtons() {
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for (uint8_t i = 0; i < _num_buttons; i++ ) {
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for (uint8_t i = 0; i < _num_buttons; i++ ) {
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if (i->type & _BUTTON_PULSED_TYPES) ReleaseButton(_buttons[i].index0);
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Button button = _buttons[i];
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if (i->type & BUTTON_PULSED_DOUBLE_ACTION_SPLIT) ReleaseButton(_buttons[i].index1);
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if (button.type & _BUTTON_PULSED_TYPES) ReleaseButton(button.index0);
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if (button.type & BUTTON_PULSED_DOUBLE_ACTION_SPLIT) ReleaseButton(button.index1);
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}
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}
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}
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}
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@ -136,7 +137,7 @@ void Joystick::Write() {
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}
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}
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void Joystick::_UpdateButton(uint8_t button_num) {
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void Joystick::_UpdateButton(uint8_t button_num) {
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Button *button = &_button[button_num];
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Button *button = &_buttons[button_num];
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bool changed = button->bouncer.update();
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bool changed = button->bouncer.update();
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switch (button->type) {
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switch (button->type) {
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@ -156,13 +157,14 @@ void Joystick::_UpdateButton(uint8_t button_num) {
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break;
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break;
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case BUTTON_LATCHED_MOMENTARY:
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case BUTTON_LATCHED_MOMENTARY:
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if (button->bouncer.rose()) {
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if (button->bouncer.rose()) {
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if !(button->pressed) {
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if (!button->pressed) {
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PressButton(button->index0);
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PressButton(button->index0);
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button->pressed = true;
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button->pressed = true;
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} else {
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} else {
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ReleaseButton(button->index0);
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ReleaseButton(button->index0);
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button->pressed = false;
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button->pressed = false;
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}
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}
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}
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break;
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break;
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default:
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default:
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if (_debug) {
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if (_debug) {
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