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.
This commit is contained in:
Radomir Dopieralski 2018-05-23 11:26:16 +02:00
parent e274a02ff0
commit 52d05bbc37
4 changed files with 18 additions and 9 deletions

View File

@ -31,7 +31,7 @@
#include "GamePad.h"
gamepad_obj_t* gamepad_singleton = NULL;
gamepad_obj_t* volatile gamepad_singleton = NULL;
//| .. currentmodule:: gamepad
//|

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@ -38,14 +38,21 @@ void gamepad_init(size_t n_pins, const mp_obj_t* pins) {
for (size_t i=0; i<8; ++i) {
gamepad_singleton->pins[i] = NULL;
}
gamepad_singleton->pulls = 0;
for (size_t i=0; i<n_pins; ++i) {
digitalio_digitalinout_obj_t *pin = MP_OBJ_TO_PTR(pins[i]);
raise_error_if_deinited(common_hal_digitalio_digitalinout_deinited(pin));
digitalio_direction_t direction = common_hal_digitalio_digitalinout_get_direction(pin);
digitalio_pull_t pull = common_hal_digitalio_digitalinout_get_pull(pin);
if (direction != DIRECTION_INPUT || pull == PULL_NONE) {
if (direction != DIRECTION_INPUT) {
common_hal_digitalio_digitalinout_switch_to_input(pin, PULL_UP);
}
digitalio_pull_t pull = common_hal_digitalio_digitalinout_get_pull(pin);
if (pull == PULL_NONE) {
common_hal_digitalio_digitalinout_set_pull(pin, PULL_UP);
}
if (pull != PULL_DOWN) {
gamepad_singleton->pulls |= 1 << i;
}
gamepad_singleton->pins[i] = pin;
}
gamepad_singleton->last = 0;

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@ -36,9 +36,10 @@ typedef struct {
digitalio_digitalinout_obj_t* pins[8];
volatile uint8_t last;
volatile uint8_t pressed;
uint8_t pulls;
} gamepad_obj_t;
extern gamepad_obj_t* gamepad_singleton;
extern gamepad_obj_t* volatile gamepad_singleton;
void gamepad_init(size_t n_pins, const mp_obj_t* pins);

View File

@ -37,17 +37,18 @@ void gamepad_tick(void) {
return;
}
uint8_t gamepad_current = 0;
for (int i=0; i<8; ++i) {
uint8_t bit = 1;
for (int i = 0; i < 8; ++i) {
digitalio_digitalinout_obj_t* pin = gamepad_singleton->pins[i];
if (!pin) {
break;
}
digitalio_pull_t pull = common_hal_digitalio_digitalinout_get_pull(pin);
bool value = common_hal_digitalio_digitalinout_get_value(pin);
if ((pull == PULL_UP && !value) || (pull == PULL_DOWN && value)) {
gamepad_current |= 1 << i;
if (common_hal_digitalio_digitalinout_get_value(pin)) {
gamepad_current |= bit;
}
bit <<= 1;
}
gamepad_current ^= gamepad_singleton->pulls;
gamepad_singleton->pressed |= gamepad_singleton->last & gamepad_current;
gamepad_singleton->last = gamepad_current;
}