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@@ -1,101 +1,327 @@
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#include <MsTimer2.h>
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#include <SwitchControlLibrary.h>
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#define tableSize 40
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#define RapidFireTableSize 34
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int loopCount = 0;
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int state = 0;
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int table[tableSize];
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int rapidFireTable[RapidFireTableSize];
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bool rapidPressState = 0;
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int index = 0;
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int val = 1;
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int prevVal = 1;
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struct arrow {
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int gameMode = 0;
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struct arrow
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{
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int pinNumber;
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int state;
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int current;
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int prev;
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struct arrow *older;
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struct arrow *newer;
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Hat arrowSymbol;
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};
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struct ButtonInfo
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{
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int pinNumber;
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bool prev;
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bool current;
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Button buttonSymbol;
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};
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struct arrow arrowTable[4];
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struct arrow oldestArrow;
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struct arrow newestArrow;
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struct arrow oldestXArrow;
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struct arrow newestXArrow;
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struct arrow oldestYArrow;
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struct arrow newestYArrow;
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void perms() {
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if(val == 0){
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if (table[index] == 1){
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SwitchControlLibrary().PressButtonA();
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}
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if (table[index] == 2){
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SwitchControlLibrary().ReleaseButtonA();
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}
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#define ButtonInfoTableSize 9
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struct ButtonInfo buttonInfoTable[ButtonInfoTableSize];
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Hat last = Hat::CENTER;
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void perms()
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{
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if (val == 0)
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{
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if (rapidFireTable[index] == 1)
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{
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SwitchControlLibrary().PressButtonA();
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rapidPressState = true;
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}
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if (rapidFireTable[index] == 2)
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{
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SwitchControlLibrary().ReleaseButtonA();
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rapidPressState = false;
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}
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}
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index = (index + 1) % 40;
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index = (index + 1) % RapidFireTableSize;
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}
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/*
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void button() {
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if (state == 0) {
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SwitchControlLibrary().PressButtonA();
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state = 1;
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}
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else {
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SwitchControlLibrary().ReleaseButtonA();
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state = 0;
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}
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void setupButton(ButtonInfo *but, int pinNumber, Button buttonSymbol)
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{
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but->pinNumber = pinNumber;
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but->buttonSymbol = buttonSymbol;
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pinMode(pinNumber, INPUT_PULLUP);
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but->prev = 1;
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but->current = 1;
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}
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*/
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void setup()
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{
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table[0] = 1;
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table[tableSize/2] = 2;
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rapidFireTable[0] = 1;
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rapidFireTable[RapidFireTableSize / 2] = 2;
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SwitchControlLibrary();
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MsTimer2::set(1, perms);
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MsTimer2::start();
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setupButton(&(buttonInfoTable[0]), 3, Button::B);
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setupButton(&(buttonInfoTable[1]), 4, Button::X);
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setupButton(&(buttonInfoTable[2]), 5, Button::Y);
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setupButton(&(buttonInfoTable[3]), 16, Button::L);
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setupButton(&(buttonInfoTable[4]), 10, Button::R);
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setupButton(&(buttonInfoTable[5]), 15, Button::PLUS);
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setupButton(&(buttonInfoTable[6]), 18, Button::HOME);
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setupButton(&(buttonInfoTable[7]), 19, Button::CAPTURE);
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setupButton(&(buttonInfoTable[8]), 14, Button::MINUS);
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pinMode(2, INPUT_PULLUP);
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arrowTable[0].pinNumber = 10;
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arrowTable[0].pinNumber = 6;
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arrowTable[0].arrowSymbol = Hat::TOP;
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arrowTable[1].pinNumber = 7;
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arrowTable[1].arrowSymbol = Hat::LEFT;
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arrowTable[2].pinNumber = 8;
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arrowTable[2].arrowSymbol = Hat::BOTTOM;
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arrowTable[3].pinNumber = 9;
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for (int i=0; i<4; i++){
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arrowTable[3].arrowSymbol = Hat::RIGHT;
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for (int i = 0; i < 4; i++)
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{
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pinMode(arrowTable[i].pinNumber, INPUT_PULLUP);
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arrowTable[i].state = 1;
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arrowTable[i].older = NULL;
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arrowTable[i].newer = NULL;
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}
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oldestXArrow.older = NULL;
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oldestXArrow.newer = &newestXArrow;
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oldestXArrow.arrowSymbol = Hat::CENTER;
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newestXArrow.older = &oldestXArrow;
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newestXArrow.newer = NULL;
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oldestYArrow.older = NULL;
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oldestYArrow.newer = &newestYArrow;
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oldestYArrow.arrowSymbol = Hat::CENTER;
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newestYArrow.older = &oldestYArrow;
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newestYArrow.newer = NULL;
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oldestArrow.older = NULL;
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oldestArrow.newer = &newestArrow;
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oldestArrow.arrowSymbol = Hat::CENTER;
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newestArrow.older = &oldestArrow;
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newestArrow.newer = NULL;
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if (digitalRead(5) == 0) // check Y button for setting GameMode
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{
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gameMode = 1;
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}
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if (digitalRead(4) == 0) // check X button for setting GameMode
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{
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gameMode = 2;
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setupButton(&(buttonInfoTable[7]), 8, Button::L);
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arrowTable[2].pinNumber = 19;
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setupButton(&(buttonInfoTable[1]), 4, Button::R);
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}
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if(gameMode == 1){
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MsTimer2::set(1, perms);
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MsTimer2::start();
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}
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}
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void handleButtonInput(ButtonInfo *but)
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{
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but->current = digitalRead(but->pinNumber);
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if (but->prev == 1 && but->current == 0)
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{
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SwitchControlLibrary().PressButton(but->buttonSymbol);
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}
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else if (but->prev == 0 && but->current == 1)
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{
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SwitchControlLibrary().ReleaseButton(but->buttonSymbol);
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}
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but->prev = but->current;
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}
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void moveHat(Hat dir)
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{
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if (last != dir)
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{
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SwitchControlLibrary().MoveHat(static_cast<uint8_t>(dir));
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last = dir;
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}
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}
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void loop()
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{
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val = digitalRead(2);
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if(prevVal == 1 && val == 0){
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SwitchControlLibrary().PressButtonA();
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index = 1;
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}
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else if(val == 1){
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SwitchControlLibrary().ReleaseButtonA();
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}
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prevVal = val;
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for (int i=0; i<4; i++){
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arrowTable[i].state = digitalRead(arrowTable[i].pinNumber);
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}
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if (gameMode == 1)
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{
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val = digitalRead(2);
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if (prevVal == 1 && val == 0)
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{
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SwitchControlLibrary().PressButtonA();
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rapidPressState = true;
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index = 1;
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}
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else if (prevVal == 0 && val == 1)
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{
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if (rapidPressState)
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{
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SwitchControlLibrary().ReleaseButtonA();
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}
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}
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prevVal = val;
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if(arrowTable[0].state == 0){
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SwitchControlLibrary().MoveHat(static_cast<uint8_t>(Hat::TOP));
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}
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else if(arrowTable[2].state == 0){
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SwitchControlLibrary().MoveHat(static_cast<uint8_t>(Hat::BOTTOM));
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}
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else if(arrowTable[1].state == 0){
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SwitchControlLibrary().MoveHat(static_cast<uint8_t>(Hat::LEFT));
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}
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else if(arrowTable[3].state == 0){
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SwitchControlLibrary().MoveHat(static_cast<uint8_t>(Hat::RIGHT));
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}
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else{
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SwitchControlLibrary().MoveHat(static_cast<uint8_t>(Hat::CENTER));
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}
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for (int i = 0; i < ButtonInfoTableSize; i++)
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{
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handleButtonInput(&(buttonInfoTable[i]));
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}
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for (int i = 0; i < 4; i++)
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{
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arrowTable[i].current = digitalRead(arrowTable[i].pinNumber);
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if (arrowTable[i].prev == 1 && arrowTable[i].current == 0)
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{
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// add arrow to the tail of linked list
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arrowTable[i].older = newestArrow.older;
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arrowTable[i].newer = &newestArrow;
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newestArrow.older->newer = &(arrowTable[i]);
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newestArrow.older = &(arrowTable[i]);
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}
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else if (arrowTable[i].prev == 0 && arrowTable[i].current == 1)
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{
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arrowTable[i].newer->older = arrowTable[i].older;
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arrowTable[i].older->newer = arrowTable[i].newer;
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arrowTable[i].newer = NULL;
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arrowTable[i].older = NULL;
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}
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arrowTable[i].prev = arrowTable[i].current;
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}
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if (newestArrow.older->arrowSymbol != last)
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{
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last = newestArrow.older->arrowSymbol;
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SwitchControlLibrary().MoveHat(static_cast<uint8_t>(newestArrow.older->arrowSymbol));
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}
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}
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else
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{
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val = digitalRead(2);
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if (prevVal == 1 && val == 0)
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{
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SwitchControlLibrary().PressButtonA();
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index = 1;
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}
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else if (prevVal == 0 && val == 1)
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{
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SwitchControlLibrary().ReleaseButtonA();
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}
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prevVal = val;
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for (int i = 0; i < ButtonInfoTableSize; i++)
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{
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handleButtonInput(&(buttonInfoTable[i]));
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}
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for (int i = 0; i < 4; i++)
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{
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arrowTable[i].current = digitalRead(arrowTable[i].pinNumber);
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}
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if (arrowTable[1].current == 0)
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{
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if (arrowTable[3].current == 0)
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{
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if (arrowTable[0].current == 0)
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{
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moveHat(Hat::TOP);
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}
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else
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{
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if (arrowTable[2].current == 0)
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{
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moveHat(Hat::BOTTOM);
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}
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else
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{
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moveHat(Hat::CENTER);
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}
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}
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}
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else
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{
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if (arrowTable[0].current == 0)
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{
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moveHat(Hat::TOP_LEFT);
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}
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else
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{
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if (arrowTable[2].current == 0)
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{
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moveHat(Hat::BOTTOM_LEFT);
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}
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else
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{
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moveHat(Hat::LEFT);
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}
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}
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}
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}
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else
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{
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if (arrowTable[3].current == 0)
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{
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if (arrowTable[0].current == 0)
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{
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moveHat(Hat::TOP_RIGHT);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (arrowTable[2].current == 0)
|
|
|
|
|
{
|
|
|
|
|
moveHat(Hat::BOTTOM_RIGHT);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
moveHat(Hat::RIGHT);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (arrowTable[0].current == 0)
|
|
|
|
|
{
|
|
|
|
|
moveHat(Hat::TOP);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (arrowTable[2].current == 0)
|
|
|
|
|
{
|
|
|
|
|
moveHat(Hat::BOTTOM);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
moveHat(Hat::CENTER);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|