2017-10-03 16:35:57 -04:00
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/*
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* This file is part of the MicroPython project, http://micropython.org/
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*
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* The MIT License (MIT)
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*
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* Copyright (c) 2016 Radomir Dopieralski for Adafruit Industries
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "py/obj.h"
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#include "py/runtime.h"
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#include "py/mphal.h"
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#include "shared-module/gamepad/GamePad.h"
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2018-03-31 14:41:16 -04:00
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#include "shared-bindings/digitalio/DigitalInOut.h"
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2018-05-23 15:39:06 -04:00
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#include "shared-bindings/util.h"
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#include "GamePad.h"
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2018-05-23 05:26:16 -04:00
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gamepad_obj_t* volatile gamepad_singleton = NULL;
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2017-10-03 16:35:57 -04:00
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//| .. currentmodule:: gamepad
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//|
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//| :class:`GamePad` -- Scan buttons for presses
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//| ============================================
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//|
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//| Usage::
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//|
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//| import board
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//| import digitalio
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//| import gamepad
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//| import time
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//|
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//| B_UP = 1 << 0
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//| B_DOWN = 1 << 1
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//|
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//|
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//| pad = gamepad.GamePad(
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//| digitalio.DigitalInOut(board.D10),
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//| digitalio.DigitalInOut(board.D11),
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//| )
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//|
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//| y = 0
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//| while True:
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//| buttons = pad.get_pressed()
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//| if buttons & B_UP:
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//| y -= 1
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//| print(y)
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//| elif buttons & B_DOWN:
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//| y += 1
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//| print(y)
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//| time.sleep(0.1)
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//| while buttons:
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//| # Wait for all buttons to be released.
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//| buttons = pad.get_pressed()
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//| time.sleep(0.1)
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//|
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//| .. class:: GamePad([b1[, b2[, b3[, b4[, b5[, b6[, b7[, b8]]]]]]]])
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//|
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//| Initializes button scanning routines.
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//|
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//| The ``b1``-``b8`` parameters are ``DigitalInOut`` objects, which
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//| immediately get switched to input with a pull-up, and then scanned
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//| regularly for button presses. The order is the same as the order of
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//| bits returned by the ``get_pressed`` function. You can re-initialize
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//| it with different keys, then the new object will replace the previous
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//| one.
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//|
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//| The basic feature required here is the ability to poll the keys at
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//| regular intervals (so that de-bouncing is consistent) and fast enough
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//| (so that we don't miss short button presses) while at the same time
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//| letting the user code run normally, call blocking functions and wait
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//| on delays.
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//|
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//| They button presses are accumulated, until the ``get_pressed`` method
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//| is called, at which point the button state is cleared, and the new
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//| button presses start to be recorded.
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//|
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STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args,
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size_t n_kw, const mp_obj_t *args) {
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for (size_t i = 0; i < n_args; ++i) {
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if (!MP_OBJ_IS_TYPE(args[i], &digitalio_digitalinout_type)) {
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mp_raise_TypeError("Expected a DigitalInOut");
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}
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digitalio_digitalinout_obj_t *pin = MP_OBJ_TO_PTR(args[i]);
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raise_error_if_deinited(
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common_hal_digitalio_digitalinout_deinited(pin));
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}
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if (!gamepad_singleton) {
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gamepad_singleton = m_new_obj(gamepad_obj_t);
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gamepad_singleton->base.type = &gamepad_type;
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}
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gamepad_init(n_args, args);
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return MP_OBJ_FROM_PTR(gamepad_singleton);
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}
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//| .. method:: get_pressed()
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//|
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//| Get the status of buttons pressed since the last call and clear it.
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//|
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//| Returns an 8-bit number, with bits that correspond to buttons,
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//| which have been pressed (or held down) since the last call to this
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//| function set to 1, and the remaining bits set to 0. Then it clears
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//| the button state, so that new button presses (or buttons that are
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//| held down) can be recorded for the next call.
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//|
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STATIC mp_obj_t gamepad_get_pressed(mp_obj_t self_in) {
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mp_obj_t gamepad = MP_OBJ_NEW_SMALL_INT(gamepad_singleton->pressed);
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gamepad_singleton->pressed = 0;
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return gamepad;
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}
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MP_DEFINE_CONST_FUN_OBJ_1(gamepad_get_pressed_obj, gamepad_get_pressed);
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//| .. method:: deinit()
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//|
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//| Disable button scanning.
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//|
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STATIC mp_obj_t gamepad_deinit(mp_obj_t self_in) {
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gamepad_singleton = NULL;
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return mp_const_none;
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}
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MP_DEFINE_CONST_FUN_OBJ_1(gamepad_deinit_obj, gamepad_deinit);
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STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args,
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size_t n_kw, const mp_obj_t *args);
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STATIC const mp_rom_map_elem_t gamepad_locals_dict_table[] = {
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{ MP_OBJ_NEW_QSTR(MP_QSTR_get_pressed), MP_ROM_PTR(&gamepad_get_pressed_obj)},
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{ MP_OBJ_NEW_QSTR(MP_QSTR_deinit), MP_ROM_PTR(&gamepad_deinit_obj)},
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};
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STATIC MP_DEFINE_CONST_DICT(gamepad_locals_dict, gamepad_locals_dict_table);
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const mp_obj_type_t gamepad_type = {
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{ &mp_type_type },
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.name = MP_QSTR_GamePad,
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.make_new = gamepad_make_new,
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.locals_dict = (mp_obj_dict_t*)&gamepad_locals_dict,
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};
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