circuitpython/shared-bindings/gamepad/GamePad.c

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