Add new button type, clean up pull-up resistor logic. #1

Merged
annabunches merged 8 commits from new-button-behaviors into main 2021-11-01 22:29:42 +00:00
4 changed files with 21 additions and 20 deletions
Showing only changes of commit 3fd595c7c2 - Show all commits

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

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@ -31,8 +31,8 @@ struct JoyReport {
struct Button { struct Button {
ButtonType type; ButtonType type;
Bounce bouncer; Bounce bouncer;
uint8_t index0; uint8_t vbutton0;
uint8_t index1; // only used by BUTTON_PULSED_DOUBLE_ACTION_SPLIT uint8_t vbutton1; // only used by BUTTON_PULSED_DOUBLE_ACTION_SPLIT
bool pressed = false; // only used by BUTTON_LATCHED_MOMENTARY bool pressed = false; // only used by BUTTON_LATCHED_MOMENTARY
bool inverted = false; // if true, send button press on release and vice versa. bool inverted = false; // if true, send button press on release and vice versa.
}; };
@ -64,7 +64,7 @@ class Joystick {
Button _buttons[JOYSTICK_NUM_BUTTONS]; Button _buttons[JOYSTICK_NUM_BUTTONS];
uint8_t _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; bool _have_pulsed_button;
uint8_t _axes[JOYSTICK_NUM_AXES]; uint8_t _axes[JOYSTICK_NUM_AXES];

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