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Arduino/libraries/Esplora/examples/Experts/EsploraKart/EsploraKart.ino

126 lines
3.5 KiB
C++

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