/* * 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/GamePadShift.h" #include "supervisor/shared/translate.h" #include "GamePadShift.h" #include "__init__.h" //| .. currentmodule:: gamepad //| //| :class:`GamePadShift` -- Scan buttons for presses //| ================================================= //| //| .. 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. //| 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 = pin_io(args[ARG_data].u_obj); digitalio_digitalinout_obj_t *clock_pin = pin_io(args[ARG_clock].u_obj); digitalio_digitalinout_obj_t *latch_pin = pin_io(args[ARG_latch].u_obj); 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; } gamepadshift_init(gamepad_singleton, data_pin, clock_pin, latch_pin); 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) { gamepad_reset(); 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, };