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126 lines
3.5 KiB
C++
126 lines
3.5 KiB
C++
/*
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Esplora Kart
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This sketch turns the Esplora into a PC game pad.
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It uses the both the analog joystick and the four switches.
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By moving the joystick in a direction or by pressing a switch,
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the PC will "see" that a key is pressed. If the PC is running
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a game that has keyboard input, the Esplora can control it.
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The default configuration is suitable for SuperTuxKart, an
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open-source racing game. It can be downloaded from
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http://supertuxkart.sourceforge.net/ .
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Created on 22 november 2012
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By Enrico Gueli <enrico.gueli@gmail.com>
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*/
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#include <Esplora.h>
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/*
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You're going to handle eight different buttons. You'll use arrays,
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which are ordered lists of variables with a fixed size. Each array
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has an index (counting from 0) to keep track of the position
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you're reading in the array, and each position can contain a number.
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This code uses three different arrays: one for the buttons you'll read;
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a second to hold the current states of those buttons; and a third to hold
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the keystrokes associated with each button.
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*/
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/*
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This array holds the last sensed state of each of the buttons
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you're reading.
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Later in the code, you'll read the button states, and compare them
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to the previous states that are stored in this array. If the two
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states are different, it means that the button was either
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pressed or released.
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*/
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boolean buttonStates[8];
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/*
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This array holds the names of the buttons being read.
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Later in the sketch, you'll use these names with
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the method Esplora.readButton(x), where x
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is one of these buttons.
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*/
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const byte buttons[] = {
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JOYSTICK_DOWN,
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JOYSTICK_LEFT,
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JOYSTICK_UP,
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JOYSTICK_RIGHT,
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SWITCH_RIGHT, // fire
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SWITCH_LEFT, // bend
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SWITCH_UP, // nitro
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SWITCH_DOWN, // look back
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};
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/*
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This array tells what keystroke to send to the PC when a
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button is pressed.
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If you look at this array and the above one, you can see that
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the "cursor down" keystroke is sent when the joystick is moved
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down, the "cursor up" keystroke when the joystick is moved up
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and so on.
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*/
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const char keystrokes[] = {
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KEY_DOWN_ARROW,
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KEY_LEFT_ARROW,
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KEY_UP_ARROW,
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KEY_RIGHT_ARROW,
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' ',
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'V',
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'N',
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'B'
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};
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/*
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This is code is run only at startup, to initialize the
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virtual USB keyboard.
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*/
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void setup() {
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Keyboard.begin();
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}
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/*
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After setup() is finished, this code is run continuously.
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Here we continuously check if something happened with the
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buttons.
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*/
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void loop() {
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// Iterate through all the buttons:
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for (byte thisButton = 0; thisButton < 8; thisButton++) {
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boolean lastState = buttonStates[thisButton];
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boolean newState = Esplora.readButton(buttons[thisButton]);
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if (lastState != newState) { // Something changed!
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/*
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The Keyboard library allows you to "press" and "release" the
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keys as two distinct actions. These actions can be
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linked to the buttons we're handling.
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*/
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if (newState == PRESSED) {
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Keyboard.press(keystrokes[thisButton]);
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}
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else if (newState == RELEASED) {
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Keyboard.release(keystrokes[thisButton]);
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}
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}
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// Store the new button state, so you can sense a difference later:
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buttonStates[thisButton] = newState;
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}
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/*
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Wait a little bit (50ms) between a check and another.
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When a mechanical switch is pressed or released, the
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contacts may bounce very rapidly. If the check is done too
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fast, these bounces may be confused as multiple presses and
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may lead to unexpected behaviour.
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*/
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delay(50);
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}
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