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147 lines (127 loc) · 4.01 KB
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/*
* GenesisGamepad.cpp
*
* Copyright (c) 2017 by Sebastien MARCHAND (Web:www.marscaper.com, Email:sebastien@marscaper.com)
*/
/*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GenesisGamepad.h"
GenesisGamepad::GenesisGamepad(int8_t upButtonPin, int8_t downButtonPin, int8_t leftButtonPin, int8_t rightButtonPin,
int8_t selectButtonPin, int8_t abButtonPin, int8_t startCButtonPin)
{
// Store pins
_upButtonPin = upButtonPin;
_downButtonPin = downButtonPin;
_leftButtonPin = leftButtonPin;
_rightButtonPin = rightButtonPin;
_selectButtonPin = selectButtonPin;
_abButtonPin = abButtonPin;
_startCButtonPin = startCButtonPin;
// Set direction pin
pinMode(_upButtonPin, INPUT_PULLUP);
pinMode(_downButtonPin, INPUT_PULLUP);
pinMode(_leftButtonPin, INPUT_PULLUP);
pinMode(_rightButtonPin, INPUT_PULLUP);
// Set other buttons if select button is set
if( _selectButtonPin != -1 )
{
pinMode(_selectButtonPin, OUTPUT);
pinMode(_abButtonPin, INPUT_PULLUP);
pinMode(_startCButtonPin, INPUT_PULLUP);
}
_lastRead = millis();
_frameDelay = 1000/(float)50; // Default is 50Hz -> 20ms
_lastInputs = 0;
_enabled = true;
}
void GenesisGamepad::setRefreshFrequency(int frequency)
{
// Convert frequency directly into frame delay for optimization
_frameDelay = 1000/frequency;
}
void GenesisGamepad::setEnable(bool state)
{
if( state != _enabled )
{
_enabled = state;
if( _enabled == true )
{
_lastInputs = 0;
_lastRead = millis();
}
}
}
#if GENESIS_GAMEPAD_DELEGATE
void GenesisGamepad::setGamepadDelegate(GenesisGamepadDelegate *delegate)
{
_gamepadDelegate = delegate;
}
#endif
#if GENESIS_GAMEPAD_CALLBACK
void GenesisGamepad::attachCallback(void (*gamepadInputsDidChangedCallback)(GenesisGamepad*,byte,byte))
{
_gamepadInputsDidChangedCallback = gamepadInputsDidChangedCallback;
}
#endif
void GenesisGamepad::update()
{
if( !_enabled )
{
return;
}
// Update according to refresh rate
unsigned long time = millis();
if( time >= _lastRead+_frameDelay )
{
_lastRead = time;
//
// Inputs will be stored in a single byte for optimization
//
byte newInputs = 0;
if( _selectButtonPin != -1 )
{
digitalWrite(_selectButtonPin,LOW);
newInputs |= (!digitalRead(_startCButtonPin) )<<3; // Start
newInputs |= (!digitalRead(_abButtonPin) )<<2; // A
digitalWrite(_selectButtonPin,HIGH);
newInputs |= (!digitalRead(_abButtonPin) )<<1; // B
newInputs |= !digitalRead(_startCButtonPin); // C
}
newInputs |= (!digitalRead(_upButtonPin) )<<7; // Up
newInputs |= (!digitalRead(_downButtonPin) )<<6; // Down
newInputs |= (!digitalRead(_leftButtonPin) )<<5; // Left
newInputs |= (!digitalRead(_rightButtonPin) )<<4; // Right
// Only notify if inputs changed
if( _lastInputs != newInputs )
{
#if GENESIS_GAMEPAD_CALLBACK
if( _gamepadInputsDidChangedCallback )
{
// Use C callback for feedback
_gamepadInputsDidChangedCallback(this,_lastInputs,newInputs);
}
#endif
#if GENESIS_GAMEPAD_DELEGATE
if( _gamepadDelegate )
{
// Use delegate for feedback
_gamepadDelegate->gamepadInputsDidChanged(this,_lastInputs,newInputs);
}
#endif
// Store inputs for next loop
_lastInputs = newInputs;
}
}
}