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* initial * Fix code style issues with clang_format * Final fixes and bindings * Add final buttons --------- Co-authored-by: Lint Action <lint-action@samuelmeuli.com>
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.pio | ||
.vscode/.browse.c_cpp.db* | ||
.vscode/c_cpp_properties.json | ||
.vscode/launch.json | ||
.vscode/ipch |
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{ | ||
// See http://go.microsoft.com/fwlink/?LinkId=827846 | ||
// for the documentation about the extensions.json format | ||
"recommendations": [ | ||
"platformio.platformio-ide" | ||
], | ||
"unwantedRecommendations": [ | ||
"ms-vscode.cpptools-extension-pack" | ||
] | ||
} |
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#pragma once | ||
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#include <Arduino.h> | ||
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constexpr uint8_t ColCount = 3; | ||
constexpr uint8_t RowCount = 5; | ||
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namespace Pins { | ||
constexpr uint8_t Led = 27; | ||
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static const uint8_t ColumnPins[ColCount] = { | ||
0, | ||
1, | ||
2, | ||
}; | ||
static const uint8_t RowPins[RowCount] = { | ||
18, 19, 20, 21, 22, | ||
}; | ||
} // namespace Pins | ||
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namespace Keys { | ||
constexpr uint16_t DebounceDelay = 50; | ||
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enum class GamepadButton { | ||
None = -1, | ||
ButtonA = 0, | ||
ButtonB = 1, | ||
ButtonX = 2, | ||
ButtonY = 3, | ||
ButtonBumperLeft = 4, | ||
ButtonBumperRight = 5, | ||
ButtonBack = 6, | ||
ButtonStart = 7, | ||
ButtonLeftStick = 8, | ||
ButtonRightStick = 9, | ||
ButtonVirtual0 = 15, | ||
ButtonVirtual1 = 16, | ||
ButtonVirtual2 = 17, | ||
ButtonVirtual3 = 18, | ||
ButtonVirtual4 = 19, | ||
ButtonVirtual5 = 20 | ||
}; | ||
} // namespace Keys | ||
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typedef struct { | ||
uint8_t currentState; | ||
uint8_t lastSteadyState = 0; | ||
uint8_t lastFlickerState = 0; | ||
Keys::GamepadButton button = Keys::GamepadButton::None; | ||
uint32_t timestamp = 0; | ||
} KeypadKey_t; | ||
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static KeypadKey_t keys[RowCount][ColCount]; |
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This directory is intended for project header files. | ||
|
||
A header file is a file containing C declarations and macro definitions | ||
to be shared between several project source files. You request the use of a | ||
header file in your project source file (C, C++, etc) located in `src` folder | ||
by including it, with the C preprocessing directive `#include'. | ||
|
||
```src/main.c | ||
|
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#include "header.h" | ||
|
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int main (void) | ||
{ | ||
... | ||
} | ||
``` | ||
|
||
Including a header file produces the same results as copying the header file | ||
into each source file that needs it. Such copying would be time-consuming | ||
and error-prone. With a header file, the related declarations appear | ||
in only one place. If they need to be changed, they can be changed in one | ||
place, and programs that include the header file will automatically use the | ||
new version when next recompiled. The header file eliminates the labor of | ||
finding and changing all the copies as well as the risk that a failure to | ||
find one copy will result in inconsistencies within a program. | ||
|
||
In C, the usual convention is to give header files names that end with `.h'. | ||
It is most portable to use only letters, digits, dashes, and underscores in | ||
header file names, and at most one dot. | ||
|
||
Read more about using header files in official GCC documentation: | ||
|
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* Include Syntax | ||
* Include Operation | ||
* Once-Only Headers | ||
* Computed Includes | ||
|
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https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html |
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|
||
This directory is intended for project specific (private) libraries. | ||
PlatformIO will compile them to static libraries and link into executable file. | ||
|
||
The source code of each library should be placed in a an own separate directory | ||
("lib/your_library_name/[here are source files]"). | ||
|
||
For example, see a structure of the following two libraries `Foo` and `Bar`: | ||
|
||
|--lib | ||
| | | ||
| |--Bar | ||
| | |--docs | ||
| | |--examples | ||
| | |--src | ||
| | |- Bar.c | ||
| | |- Bar.h | ||
| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html | ||
| | | ||
| |--Foo | ||
| | |- Foo.c | ||
| | |- Foo.h | ||
| | | ||
| |- README --> THIS FILE | ||
| | ||
|- platformio.ini | ||
|--src | ||
|- main.c | ||
|
||
and a contents of `src/main.c`: | ||
``` | ||
#include <Foo.h> | ||
#include <Bar.h> | ||
|
||
int main (void) | ||
{ | ||
... | ||
} | ||
|
||
``` | ||
|
||
PlatformIO Library Dependency Finder will find automatically dependent | ||
libraries scanning project source files. | ||
|
||
More information about PlatformIO Library Dependency Finder | ||
- https://docs.platformio.org/page/librarymanager/ldf.html |
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; PlatformIO Project Configuration File | ||
; | ||
; Build options: build flags, source filter | ||
; Upload options: custom upload port, speed and extra flags | ||
; Library options: dependencies, extra library storages | ||
; Advanced options: extra scripting | ||
; | ||
; Please visit documentation for the other options and examples | ||
; https://docs.platformio.org/page/projectconf.html | ||
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[env:pico] | ||
platform = https://github.com/maxgerhardt/platform-raspberrypi.git | ||
board = pico | ||
framework = arduino | ||
board_build.core = earlephilhower | ||
board_build.mcu = rp2040 | ||
board_build.f_cpu = 133000000L | ||
upload_port = E: |
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#include <Arduino.h> | ||
#include <Joystick.h> | ||
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#include "Constants.h" | ||
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using namespace Keys; | ||
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// Col 0 starts on the left | ||
// Row 0 starts at the top | ||
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// Row 4 column 1 is not connected to anything | ||
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static GamepadButton keyMapping[RowCount][ColCount] = { | ||
/* Row 0 */ { | ||
GamepadButton::ButtonVirtual0, | ||
GamepadButton::ButtonVirtual1, | ||
GamepadButton::ButtonVirtual2, | ||
}, | ||
/* Row 1 */ | ||
{ | ||
GamepadButton::ButtonX, | ||
GamepadButton::ButtonB, | ||
GamepadButton::ButtonA, | ||
}, | ||
/* Row 2 */ | ||
{ | ||
GamepadButton::ButtonY, | ||
GamepadButton::ButtonVirtual4, | ||
GamepadButton::ButtonVirtual5, | ||
}, | ||
/* Row 3 */ | ||
{ | ||
GamepadButton::ButtonBumperLeft, | ||
GamepadButton::ButtonBumperRight, | ||
GamepadButton::ButtonLeftStick, | ||
}, | ||
/* Row 4 */ | ||
{ | ||
GamepadButton::ButtonRightStick, | ||
GamepadButton::ButtonRightStick, | ||
GamepadButton::ButtonVirtual3, | ||
}, | ||
}; | ||
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static Joystick_ gamepad; | ||
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static void configureKeys(void); | ||
static void processKey(uint8_t, uint8_t); | ||
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void setup() { | ||
pinMode(Pins::Led, OUTPUT); | ||
digitalWriteFast(Pins::Led, HIGH); | ||
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for (uint8_t i = 0; i < ColCount; i++) { | ||
pinMode(Pins::ColumnPins[i], OUTPUT); | ||
digitalWriteFast(Pins::ColumnPins[i], LOW); | ||
} | ||
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for (uint8_t i = 0; i < RowCount; i++) { | ||
pinMode(Pins::RowPins[i], INPUT_PULLDOWN); | ||
} | ||
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configureKeys(); | ||
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gamepad.begin(); | ||
} | ||
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void loop() { | ||
for (uint8_t col = 0; col < ColCount; col++) { | ||
digitalWriteFast(Pins::ColumnPins[col], HIGH); | ||
for (uint8_t row = 0; row < RowCount; row++) { | ||
processKey(row, col); | ||
} | ||
digitalWriteFast(Pins::ColumnPins[col], LOW); | ||
} | ||
} | ||
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void configureKeys() { | ||
for (uint8_t row = 0; row < RowCount; row++) { | ||
for (uint8_t col = 0; col < ColCount; col++) { | ||
keys[row][col] = {.currentState = 0, | ||
.lastSteadyState = 0, | ||
.lastFlickerState = 0, | ||
.button = keyMapping[row][col], | ||
.timestamp = 0}; | ||
} | ||
} | ||
} | ||
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void processKey(uint8_t row, uint8_t col) { | ||
auto *key = &keys[row][col]; | ||
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if (key->button == GamepadButton::None) { | ||
return; | ||
} | ||
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key->currentState = digitalRead(Pins::RowPins[row]); | ||
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if (key->currentState != key->lastFlickerState) { | ||
key->timestamp = millis(); | ||
key->lastFlickerState = key->currentState; | ||
} | ||
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if ((millis() - key->timestamp) > DebounceDelay) { | ||
if (key->lastSteadyState && !key->currentState) { | ||
// Released | ||
gamepad.setButton(static_cast<uint8_t>(key->button), 0); | ||
} else if (!key->lastSteadyState && key->currentState) { | ||
// Pressed | ||
gamepad.setButton(static_cast<uint8_t>(key->button), 1); | ||
} | ||
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key->lastSteadyState = key->currentState; | ||
} | ||
} |
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||
This directory is intended for PlatformIO Test Runner and project tests. | ||
|
||
Unit Testing is a software testing method by which individual units of | ||
source code, sets of one or more MCU program modules together with associated | ||
control data, usage procedures, and operating procedures, are tested to | ||
determine whether they are fit for use. Unit testing finds problems early | ||
in the development cycle. | ||
|
||
More information about PlatformIO Unit Testing: | ||
- https://docs.platformio.org/en/latest/advanced/unit-testing/index.html |