5e265f4fbd
When reading the accumulated button presses in gamepad and gamepadshift, don't clear the buffer to "no buttons pressed", but instead set it to the current (last checked) state. This clears the accumulated presses, but retains any ongoing ones. This fixes #1935
124 lines
5.3 KiB
C
124 lines
5.3 KiB
C
/*
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* This file is part of the MicroPython project, http://micropython.org/
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*
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* The MIT License (MIT)
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*
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* Copyright (c) 2016 Radomir Dopieralski for Adafruit Industries
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "py/obj.h"
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#include "py/runtime.h"
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#include "py/mphal.h"
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#include "py/gc.h"
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#include "py/mpstate.h"
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#include "shared-bindings/gamepadshift/GamePadShift.h"
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#include "shared-bindings/gamepadshift/__init__.h"
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#include "supervisor/shared/translate.h"
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//| .. currentmodule:: gamepadshift
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//|
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//| :class:`GamePadShift` -- Scan buttons for presses through a shift register
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//| ===========================================================================
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//|
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//| .. class:: GamePadShift(clock, data, latch)
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//|
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//| Initializes button scanning routines.
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//|
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//| The ``clock``, ``data`` and ``latch`` parameters are ``DigitalInOut``
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//| objects connected to the shift register controlling the buttons.
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//|
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//| They button presses are accumulated, until the ``get_pressed`` method
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//| is called, at which point the button state is cleared, and the new
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//| button presses start to be recorded.
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//|
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//| Only one gamepad (`gamepad.GamePad` or `gamepadshift.GamePadShift`)
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//| may be used at a time.
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//|
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STATIC mp_obj_t gamepadshift_make_new(const mp_obj_type_t *type, size_t n_args,
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const mp_obj_t *pos_args, mp_map_t *kw_args) {
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enum { ARG_clock, ARG_data, ARG_latch };
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static const mp_arg_t allowed_args[] = {
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{ MP_QSTR_clock, MP_ARG_REQUIRED | MP_ARG_OBJ},
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{ MP_QSTR_data, MP_ARG_REQUIRED | MP_ARG_OBJ },
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{ MP_QSTR_latch, MP_ARG_REQUIRED | MP_ARG_OBJ},
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};
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mp_arg_val_t args[MP_ARRAY_SIZE(allowed_args)];
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mp_arg_parse_all(n_args, pos_args, kw_args, MP_ARRAY_SIZE(allowed_args),
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allowed_args, args);
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digitalio_digitalinout_obj_t *clock_pin = assert_digitalinout(args[ARG_clock].u_obj);
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digitalio_digitalinout_obj_t *data_pin = assert_digitalinout(args[ARG_data].u_obj);
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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);
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if (!gamepad_singleton ||
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!MP_OBJ_IS_TYPE(MP_OBJ_FROM_PTR(gamepad_singleton),
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&gamepadshift_type)) {
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gamepad_singleton = m_new_obj(gamepadshift_obj_t);
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gamepad_singleton->base.type = &gamepadshift_type;
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gamepad_singleton = gc_make_long_lived(gamepad_singleton);
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MP_STATE_VM(gamepad_singleton) = gamepad_singleton;
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}
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common_hal_gamepadshift_gamepadshift_init(gamepad_singleton, clock_pin, data_pin, latch_pin);
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return MP_OBJ_FROM_PTR(gamepad_singleton);
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}
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//| .. method:: get_pressed()
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//|
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//| Get the status of buttons pressed since the last call and clear it.
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//|
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//| Returns an 8-bit number, with bits that correspond to buttons,
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//| which have been pressed (or held down) since the last call to this
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//| function set to 1, and the remaining bits set to 0. Then it clears
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//| the button state, so that new button presses (or buttons that are
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//| held down) can be recorded for the next call.
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//|
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STATIC mp_obj_t gamepadshift_get_pressed(mp_obj_t self_in) {
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gamepadshift_obj_t* gamepad_singleton = MP_STATE_VM(gamepad_singleton);
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mp_obj_t pressed = MP_OBJ_NEW_SMALL_INT(gamepad_singleton->pressed);
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gamepad_singleton->pressed = gamepad_singleton->last;
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return pressed;
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}
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MP_DEFINE_CONST_FUN_OBJ_1(gamepadshift_get_pressed_obj, gamepadshift_get_pressed);
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//| .. method:: deinit()
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//|
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//| Disable button scanning.
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//|
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STATIC mp_obj_t gamepadshift_deinit(mp_obj_t self_in) {
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common_hal_gamepadshift_gamepadshift_deinit(self_in);
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return mp_const_none;
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}
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MP_DEFINE_CONST_FUN_OBJ_1(gamepadshift_deinit_obj, gamepadshift_deinit);
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STATIC const mp_rom_map_elem_t gamepadshift_locals_dict_table[] = {
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{ MP_OBJ_NEW_QSTR(MP_QSTR_get_pressed), MP_ROM_PTR(&gamepadshift_get_pressed_obj)},
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{ MP_OBJ_NEW_QSTR(MP_QSTR_deinit), MP_ROM_PTR(&gamepadshift_deinit_obj)},
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};
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STATIC MP_DEFINE_CONST_DICT(gamepadshift_locals_dict, gamepadshift_locals_dict_table);
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const mp_obj_type_t gamepadshift_type = {
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{ &mp_type_type },
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.name = MP_QSTR_GamePadShift,
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.make_new = gamepadshift_make_new,
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.locals_dict = (mp_obj_dict_t*)&gamepadshift_locals_dict,
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};
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