Add new button type, clean up pull-up resistor logic. #1
2
.gitignore
vendored
Normal file
2
.gitignore
vendored
Normal file
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@ -0,0 +1,2 @@
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*.elf
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*.hex
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31
Joystick.cpp
31
Joystick.cpp
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@ -17,7 +17,7 @@ bool operator !=(JoyReport a, JoyReport b){
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Joystick::Joystick(bool debug) {
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_debug = debug;
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_last_button_index = 0;
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_virtual_buttons = 0;
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_num_axes = 0;
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_have_pulsed_button = false;
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@ -39,22 +39,21 @@ 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.bouncer.attach(pin, mode);
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uint8_t index = _last_button_index + 1;
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uint8_t increment = 1;
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button.index0 = index;
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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.index1 = index + 1;
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button.vbutton1 = _virtual_buttons + 1;
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}
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if (_last_button_index + increment > JOYSTICK_NUM_BUTTONS) {
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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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_last_button_index += increment;
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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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@ -112,8 +111,8 @@ void Joystick::ReleaseAllButtons() {
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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.index0);
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if (button.type & BUTTON_PULSED_DOUBLE_ACTION_SPLIT) ReleaseButton(button.index1);
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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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}
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}
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@ -142,26 +141,26 @@ void Joystick::_UpdateButton(uint8_t button_num) {
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switch (button->type) {
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case BUTTON_PASSTHRU:
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if (button->bouncer.rose()) PressButton(button->index0);
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else if (button->bouncer.fell()) ReleaseButton(button->index0);
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if (button->bouncer.rose()) PressButton(button->vbutton0);
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else if (button->bouncer.fell()) ReleaseButton(button->vbutton0);
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break;
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case BUTTON_PULSED:
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if (button->bouncer.rose()) PressButton(button->index0);
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if (button->bouncer.rose()) PressButton(button->vbutton0);
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break;
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case BUTTON_PULSED_DOUBLE_ACTION:
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if (changed) PressButton(button->index0);
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if (changed) PressButton(button->vbutton0);
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break;
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case BUTTON_PULSED_DOUBLE_ACTION_SPLIT:
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if (button->bouncer.rose()) PressButton(button->index0);
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else if (button->bouncer.fell()) PressButton(button->index1);
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if (button->bouncer.rose()) PressButton(button->vbutton0);
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else if (button->bouncer.fell()) PressButton(button->vbutton1);
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break;
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case BUTTON_LATCHED_MOMENTARY:
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if (button->bouncer.rose()) {
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if (!button->pressed) {
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PressButton(button->index0);
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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->index0);
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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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@ -31,8 +31,8 @@ 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 index0;
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uint8_t index1; // only used by BUTTON_PULSED_DOUBLE_ACTION_SPLIT
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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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@ -64,7 +64,7 @@ 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 _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.
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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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@ -5,7 +5,7 @@
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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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bool debug = true;
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Joystick joystick(debug);
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void setup() {
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