0ff128ec03
The example code for the gamepad module would skip detected button presses in the code that waits for a button to be released, because it would run it even when no button is pressed. Also updated the example pin names to not use RX and TX.
148 lines
5.2 KiB
C
148 lines
5.2 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 "shared-module/gamepad/GamePad.h"
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#include "GamePad.h"
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gamepad_obj_t* gamepad_singleton = NULL;
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//| .. currentmodule:: gamepad
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//|
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//| :class:`GamePad` -- Scan buttons for presses
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//| ============================================
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//|
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//| Usage::
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//|
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//| import board
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//| import digitalio
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//| import gamepad
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//| import time
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//|
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//| B_UP = 1 << 0
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//| B_DOWN = 1 << 1
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//|
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//|
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//| pad = gamepad.GamePad(
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//| digitalio.DigitalInOut(board.D10),
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//| digitalio.DigitalInOut(board.D11),
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//| )
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//|
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//| y = 0
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//| while True:
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//| buttons = pad.get_pressed()
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//| if buttons & B_UP:
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//| y -= 1
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//| print(y)
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//| elif buttons & B_DOWN:
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//| y += 1
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//| print(y)
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//| time.sleep(0.1)
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//| while buttons:
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//| # Wait for all buttons to be released.
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//| buttons = pad.get_pressed()
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//| time.sleep(0.1)
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//|
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//| .. class:: GamePad([b1[, b2[, b3[, b4[, b5[, b6[, b7[, b8]]]]]]]])
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//|
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//| Initializes button scanning routines.
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//|
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//| The ``b1``-``b8`` parameters are ``DigitalInOut`` objects, which
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//| immediately get switched to input with a pull-up, and then scanned
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//| regularly for button presses. The order is the same as the order of
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//| bits returned by the ``get_pressed`` function. You can re-initialize
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//| it with different keys, then the new object will replace the previous
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//| one.
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//|
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//| The basic feature required here is the ability to poll the keys at
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//| regular intervals (so that de-bouncing is consistent) and fast enough
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//| (so that we don't miss short button presses) while at the same time
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//| letting the user code run normally, call blocking functions and wait
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//| on delays.
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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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STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args,
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size_t n_kw, const mp_obj_t *args) {
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if (!gamepad_singleton) {
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gamepad_singleton = m_new_obj(gamepad_obj_t);
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gamepad_singleton->base.type = &gamepad_type;
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}
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gamepad_init(n_args, args);
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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 gamepad_get_pressed(mp_obj_t self_in) {
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gamepad_obj_t *self = MP_OBJ_TO_PTR(self_in);
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mp_obj_t gamepad = MP_OBJ_NEW_SMALL_INT(self->pressed);
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self->pressed = 0;
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return gamepad;
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}
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MP_DEFINE_CONST_FUN_OBJ_1(gamepad_get_pressed_obj, gamepad_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 gamepad_deinit(mp_obj_t self_in) {
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gamepad_singleton = NULL;
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return mp_const_none;
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}
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MP_DEFINE_CONST_FUN_OBJ_1(gamepad_deinit_obj, gamepad_deinit);
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STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args,
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size_t n_kw, const mp_obj_t *args);
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STATIC const mp_rom_map_elem_t gamepad_locals_dict_table[] = {
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{ MP_OBJ_NEW_QSTR(MP_QSTR_get_pressed), MP_ROM_PTR(&gamepad_get_pressed_obj)},
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{ MP_OBJ_NEW_QSTR(MP_QSTR_deinit), MP_ROM_PTR(&gamepad_deinit_obj)},
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};
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STATIC MP_DEFINE_CONST_DICT(gamepad_locals_dict, gamepad_locals_dict_table);
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const mp_obj_type_t gamepad_type = {
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{ &mp_type_type },
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.name = MP_QSTR_GamePad,
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.make_new = gamepad_make_new,
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.locals_dict = (mp_obj_dict_t*)&gamepad_locals_dict,
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};
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