Cache pullup state in gamepad
Don't check the pin's pull direction on every tick, instead cache it at the beginning. Also avoid a "can't get pull of output pin" error when one of the pins passed is in output mode.
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@ -31,7 +31,7 @@
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#include "GamePad.h"
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gamepad_obj_t* gamepad_singleton = NULL;
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gamepad_obj_t* volatile gamepad_singleton = NULL;
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//| .. currentmodule:: gamepad
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//|
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@ -38,14 +38,21 @@ void gamepad_init(size_t n_pins, const mp_obj_t* pins) {
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for (size_t i=0; i<8; ++i) {
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gamepad_singleton->pins[i] = NULL;
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}
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gamepad_singleton->pulls = 0;
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for (size_t i=0; i<n_pins; ++i) {
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digitalio_digitalinout_obj_t *pin = MP_OBJ_TO_PTR(pins[i]);
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raise_error_if_deinited(common_hal_digitalio_digitalinout_deinited(pin));
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digitalio_direction_t direction = common_hal_digitalio_digitalinout_get_direction(pin);
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digitalio_pull_t pull = common_hal_digitalio_digitalinout_get_pull(pin);
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if (direction != DIRECTION_INPUT || pull == PULL_NONE) {
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if (direction != DIRECTION_INPUT) {
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common_hal_digitalio_digitalinout_switch_to_input(pin, PULL_UP);
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}
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digitalio_pull_t pull = common_hal_digitalio_digitalinout_get_pull(pin);
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if (pull == PULL_NONE) {
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common_hal_digitalio_digitalinout_set_pull(pin, PULL_UP);
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}
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if (pull != PULL_DOWN) {
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gamepad_singleton->pulls |= 1 << i;
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}
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gamepad_singleton->pins[i] = pin;
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}
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gamepad_singleton->last = 0;
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@ -36,9 +36,10 @@ typedef struct {
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digitalio_digitalinout_obj_t* pins[8];
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volatile uint8_t last;
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volatile uint8_t pressed;
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uint8_t pulls;
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} gamepad_obj_t;
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extern gamepad_obj_t* gamepad_singleton;
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extern gamepad_obj_t* volatile gamepad_singleton;
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void gamepad_init(size_t n_pins, const mp_obj_t* pins);
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@ -37,17 +37,18 @@ void gamepad_tick(void) {
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return;
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}
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uint8_t gamepad_current = 0;
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for (int i=0; i<8; ++i) {
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uint8_t bit = 1;
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for (int i = 0; i < 8; ++i) {
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digitalio_digitalinout_obj_t* pin = gamepad_singleton->pins[i];
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if (!pin) {
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break;
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}
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digitalio_pull_t pull = common_hal_digitalio_digitalinout_get_pull(pin);
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bool value = common_hal_digitalio_digitalinout_get_value(pin);
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if ((pull == PULL_UP && !value) || (pull == PULL_DOWN && value)) {
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gamepad_current |= 1 << i;
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if (common_hal_digitalio_digitalinout_get_value(pin)) {
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gamepad_current |= bit;
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}
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bit <<= 1;
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}
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gamepad_current ^= gamepad_singleton->pulls;
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gamepad_singleton->pressed |= gamepad_singleton->last & gamepad_current;
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gamepad_singleton->last = gamepad_current;
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}
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