/* * 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-module/gamepad/__init__.h" #include "shared-module/gamepad/GamePad.h" #include "shared-bindings/digitalio/DigitalInOut.h" #include "shared-bindings/util.h" #include "supervisor/shared/translate.h" #include "GamePad.h" //| .. 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, const mp_obj_t *args, mp_map_t *kw_args) { if (n_args > 8) { mp_raise_TypeError(translate("too many arguments")); } for (size_t i = 0; i < n_args; ++i) { if (!MP_OBJ_IS_TYPE(args[i], &digitalio_digitalinout_type)) { mp_raise_TypeError(translate("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 (!MP_STATE_VM(gamepad_singleton)) { gamepad_obj_t* gamepad_singleton = m_new_obj(gamepad_obj_t); gamepad_singleton->base.type = &gamepad_type; MP_STATE_VM(gamepad_singleton) = gc_make_long_lived(gamepad_singleton); } gamepad_init(n_args, args); return MP_OBJ_FROM_PTR(MP_STATE_VM(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) { gamepad_obj_t* gamepad_singleton = MP_STATE_VM(gamepad_singleton); 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_reset(); return mp_const_none; } MP_DEFINE_CONST_FUN_OBJ_1(gamepad_deinit_obj, gamepad_deinit); 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, };