circuitpython/shared-bindings/gamepadshift/GamePadShift.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 "py/gc.h"
#include "py/mpstate.h"
#include "shared-bindings/gamepad/__init__.h"
#include "shared-bindings/gamepadshift/GamePadShift.h"
#include "shared-bindings/gamepadshift/__init__.h"
#include "shared-module/gamepadshift/GamePadShift.h"
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#include "supervisor/shared/translate.h"
//| .. currentmodule:: gamepadshift
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//|
//| :class:`GamePadShift` -- Scan buttons for presses through a shift register
//| ===========================================================================
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//|
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//| .. class:: GamePadShift(data, clock, latch)
//|
//| Initializes button scanning routines.
//|
//| The ``data``, ``clock`` and ``latch`` parameters are ``DigitalInOut``
//| objects connected to the shift register controlling the buttons.
//|
//| 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.
//|
//| Only one gamepad (`gamepad.GamePad` or `gamepadshift.GamePadShift`)
//| may be used at a time.
//|
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STATIC mp_obj_t gamepadshift_make_new(const mp_obj_type_t *type, size_t n_args,
const mp_obj_t *pos_args, mp_map_t *kw_args) {
enum { ARG_data, ARG_clock, ARG_latch };
static const mp_arg_t allowed_args[] = {
{ MP_QSTR_data, MP_ARG_REQUIRED | MP_ARG_OBJ },
{ MP_QSTR_clock, MP_ARG_REQUIRED | MP_ARG_OBJ},
{ MP_QSTR_latch, MP_ARG_REQUIRED | MP_ARG_OBJ},
};
mp_arg_val_t args[MP_ARRAY_SIZE(allowed_args)];
mp_arg_parse_all(n_args, pos_args, kw_args, MP_ARRAY_SIZE(allowed_args),
allowed_args, args);
digitalio_digitalinout_obj_t *data_pin = assert_digitalinout(args[ARG_data].u_obj);
digitalio_digitalinout_obj_t *clock_pin = assert_digitalinout(args[ARG_clock].u_obj);
digitalio_digitalinout_obj_t *latch_pin = assert_digitalinout(args[ARG_latch].u_obj);
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gamepadshift_obj_t* gamepad_singleton = MP_STATE_VM(gamepad_singleton);
if (!gamepad_singleton ||
!MP_OBJ_IS_TYPE(MP_OBJ_FROM_PTR(gamepad_singleton),
&gamepadshift_type)) {
gamepad_singleton = m_new_obj(gamepadshift_obj_t);
gamepad_singleton->base.type = &gamepadshift_type;
gamepad_singleton = gc_make_long_lived(gamepad_singleton);
MP_STATE_VM(gamepad_singleton) = gamepad_singleton;
}
common_hal_gamepadshift_gamepadshift_init(gamepad_singleton, data_pin, clock_pin, latch_pin);
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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 gamepadshift_get_pressed(mp_obj_t self_in) {
gamepadshift_obj_t* gamepad_singleton = MP_STATE_VM(gamepad_singleton);
mp_obj_t pressed = MP_OBJ_NEW_SMALL_INT(gamepad_singleton->pressed);
gamepad_singleton->pressed = 0;
return pressed;
}
MP_DEFINE_CONST_FUN_OBJ_1(gamepadshift_get_pressed_obj, gamepadshift_get_pressed);
//| .. method:: deinit()
//|
//| Disable button scanning.
//|
STATIC mp_obj_t gamepadshift_deinit(mp_obj_t self_in) {
common_hal_gamepadshift_gamepadshift_deinit(self_in);
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return mp_const_none;
}
MP_DEFINE_CONST_FUN_OBJ_1(gamepadshift_deinit_obj, gamepadshift_deinit);
STATIC const mp_rom_map_elem_t gamepadshift_locals_dict_table[] = {
{ MP_OBJ_NEW_QSTR(MP_QSTR_get_pressed), MP_ROM_PTR(&gamepadshift_get_pressed_obj)},
{ MP_OBJ_NEW_QSTR(MP_QSTR_deinit), MP_ROM_PTR(&gamepadshift_deinit_obj)},
};
STATIC MP_DEFINE_CONST_DICT(gamepadshift_locals_dict, gamepadshift_locals_dict_table);
const mp_obj_type_t gamepadshift_type = {
{ &mp_type_type },
.name = MP_QSTR_GamePadShift,
.make_new = gamepadshift_make_new,
.locals_dict = (mp_obj_dict_t*)&gamepadshift_locals_dict,
};