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11 Commits

Author SHA1 Message Date
0a0a75b79d 利用しているライブラリの情報を README.md に追加 2022-05-31 12:19:51 +09:00
cc9c71e601 remove unnecesary directory, panel 2022-05-31 12:13:43 +09:00
90aefd8ade remove unnecessary .vscode directory 2022-05-31 12:12:56 +09:00
071bb37990 add ika rythm mode 2022-02-28 18:23:12 +09:00
ab0242b073 fix bug, not to add timer handler in mode 0 2022-01-30 17:12:22 +09:00
11d1b92a58 merge hitbox function branch
Add GameMode for changing configuration at booting
2022-01-08 13:50:13 +09:00
34d866d243 add dependency information 2021-01-24 16:14:08 +09:00
907d42a4ed fix rapid rate 2021-01-20 12:19:13 +09:00
c3f1842b86 omit sending hat if direction is not changed 2021-01-01 21:33:14 +09:00
8261199b9f remove .vscode 2020-11-18 18:10:17 +09:00
5e431ffdea keep pressing state for rapid fire button 2020-11-04 00:47:02 +09:00
2 changed files with 233 additions and 59 deletions

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@@ -1,4 +1,10 @@
Arduino Pro Micro でコントローラー自作するときのスケッチ Arduino Pro Micro でコントローラー自作するときのスケッチ
======================================================= =======================================================
[SwitchControlLibrary](https://github.com/celclow/SwitchControlLibrary) を利用している。 ## 依存ライブラリ
- [SwitchControlLibrary](https://github.com/celclow/SwitchControlLibrary) をフォークし[一部改変したもの](https://git.sirrow.work/sirrow/SwitchControlLibrary)
- ArduinoSTL(v1.3.2 で実績あり)
- MsTimer2(v1.1.0 で実績あり)
## 利用ボードライブラリ
- SparkFun AVR Boards (v1.1.13で実績あり)

View File

@@ -1,17 +1,21 @@
#include <MsTimer2.h> #include <MsTimer2.h>
#include <SwitchControlLibrary.h> #include <SwitchControlLibrary.h>
#define RapidFireTableSize 40 #define RapidFireTableSize 34
int loopCount = 0; int loopCount = 0;
int state = 0; int state = 0;
int rapidFireTable[RapidFireTableSize]; int rapidFireTable[RapidFireTableSize];
bool rapidPressState = 0;
int index = 0; int index = 0;
int val = 1; int val = 1;
int prevVal = 1; int prevVal = 1;
struct arrow { int gameMode = 0;
struct arrow
{
int pinNumber; int pinNumber;
int current; int current;
int prev; int prev;
@@ -20,7 +24,8 @@ struct arrow {
Hat arrowSymbol; Hat arrowSymbol;
}; };
struct ButtonInfo { struct ButtonInfo
{
int pinNumber; int pinNumber;
bool prev; bool prev;
bool current; bool current;
@@ -30,26 +35,36 @@ struct ButtonInfo {
struct arrow arrowTable[4]; struct arrow arrowTable[4];
struct arrow oldestArrow; struct arrow oldestArrow;
struct arrow newestArrow; struct arrow newestArrow;
struct arrow oldestXArrow;
struct arrow newestXArrow;
struct arrow oldestYArrow;
struct arrow newestYArrow;
#define ButtonInfoTableSize 9 #define ButtonInfoTableSize 9
struct ButtonInfo buttonInfoTable[ButtonInfoTableSize]; struct ButtonInfo buttonInfoTable[ButtonInfoTableSize];
Hat last = Hat::CENTER;
void perms() { void perms()
if(val == 0){ {
if (rapidFireTable[index] == 1){ if (val == 0)
{
if (rapidFireTable[index] == 1)
{
SwitchControlLibrary().PressButtonA(); SwitchControlLibrary().PressButtonA();
rapidPressState = true;
} }
if (rapidFireTable[index] == 2){ if (rapidFireTable[index] == 2)
{
SwitchControlLibrary().ReleaseButtonA(); SwitchControlLibrary().ReleaseButtonA();
rapidPressState = false;
} }
} }
index = (index + 1) % RapidFireTableSize; index = (index + 1) % RapidFireTableSize;
} }
void setupButton(ButtonInfo *but, int pinNumber, Button buttonSymbol)
void setupButton(ButtonInfo *but, int pinNumber, Button buttonSymbol) { {
but->pinNumber = pinNumber; but->pinNumber = pinNumber;
but->buttonSymbol = buttonSymbol; but->buttonSymbol = buttonSymbol;
pinMode(pinNumber, INPUT_PULLUP); pinMode(pinNumber, INPUT_PULLUP);
@@ -63,9 +78,6 @@ void setup()
rapidFireTable[RapidFireTableSize / 2] = 2; rapidFireTable[RapidFireTableSize / 2] = 2;
SwitchControlLibrary(); SwitchControlLibrary();
MsTimer2::set(1, perms);
MsTimer2::start();
setupButton(&(buttonInfoTable[0]), 3, Button::B); setupButton(&(buttonInfoTable[0]), 3, Button::B);
setupButton(&(buttonInfoTable[1]), 4, Button::X); setupButton(&(buttonInfoTable[1]), 4, Button::X);
setupButton(&(buttonInfoTable[2]), 5, Button::Y); setupButton(&(buttonInfoTable[2]), 5, Button::Y);
@@ -87,63 +99,114 @@ void setup()
arrowTable[3].pinNumber = 9; arrowTable[3].pinNumber = 9;
arrowTable[3].arrowSymbol = Hat::RIGHT; arrowTable[3].arrowSymbol = Hat::RIGHT;
for (int i = 0; i < 4; i++)
{
for (int i=0; i<4; i++){
pinMode(arrowTable[i].pinNumber, INPUT_PULLUP); pinMode(arrowTable[i].pinNumber, INPUT_PULLUP);
arrowTable[i].older = NULL; arrowTable[i].older = NULL;
arrowTable[i].newer = NULL; arrowTable[i].newer = NULL;
} }
oldestXArrow.older = NULL;
oldestXArrow.newer = &newestXArrow;
oldestXArrow.arrowSymbol = Hat::CENTER;
newestXArrow.older = &oldestXArrow;
newestXArrow.newer = NULL;
oldestYArrow.older = NULL;
oldestYArrow.newer = &newestYArrow;
oldestYArrow.arrowSymbol = Hat::CENTER;
newestYArrow.older = &oldestYArrow;
newestYArrow.newer = NULL;
oldestArrow.older = NULL; oldestArrow.older = NULL;
oldestArrow.newer = &newestArrow; oldestArrow.newer = &newestArrow;
oldestArrow.arrowSymbol = Hat::CENTER; oldestArrow.arrowSymbol = Hat::CENTER;
newestArrow.older = &oldestArrow; newestArrow.older = &oldestArrow;
newestArrow.newer = NULL; newestArrow.newer = NULL;
if (digitalRead(5) == 0) // check Y button for setting GameMode
{
gameMode = 1;
} }
void handleButtonInput(ButtonInfo *but){ if (digitalRead(4) == 0) // check X button for setting GameMode
{
gameMode = 2;
setupButton(&(buttonInfoTable[7]), 8, Button::L);
arrowTable[2].pinNumber = 19;
setupButton(&(buttonInfoTable[1]), 4, Button::R);
}
if(gameMode == 1){
MsTimer2::set(1, perms);
MsTimer2::start();
}
}
void handleButtonInput(ButtonInfo *but)
{
but->current = digitalRead(but->pinNumber); but->current = digitalRead(but->pinNumber);
if(but->prev == 1 && but->current ==0 ){ if (but->prev == 1 && but->current == 0)
{
SwitchControlLibrary().PressButton(but->buttonSymbol); SwitchControlLibrary().PressButton(but->buttonSymbol);
} }
else if(but->prev == 0 && but->current ==1 ) { else if (but->prev == 0 && but->current == 1)
{
SwitchControlLibrary().ReleaseButton(but->buttonSymbol); SwitchControlLibrary().ReleaseButton(but->buttonSymbol);
} }
but->prev = but->current; but->prev = but->current;
} }
void moveHat(Hat dir)
{
if (last != dir)
{
SwitchControlLibrary().MoveHat(static_cast<uint8_t>(dir));
last = dir;
}
}
void loop() void loop()
{
if (gameMode == 1)
{ {
val = digitalRead(2); val = digitalRead(2);
if(prevVal == 1 && val == 0){ if (prevVal == 1 && val == 0)
{
SwitchControlLibrary().PressButtonA(); SwitchControlLibrary().PressButtonA();
rapidPressState = true;
index = 1; index = 1;
} }
else if(prevVal == 0 && val == 1){ else if (prevVal == 0 && val == 1)
{
if (rapidPressState)
{
SwitchControlLibrary().ReleaseButtonA(); SwitchControlLibrary().ReleaseButtonA();
} }
}
prevVal = val; prevVal = val;
for (int i = 0; i < ButtonInfoTableSize; i++)
for(int i=0; i<ButtonInfoTableSize; i++){ {
handleButtonInput(&(buttonInfoTable[i])); handleButtonInput(&(buttonInfoTable[i]));
} }
for (int i = 0; i < 4; i++)
for (int i=0; i<4; i++){ {
arrowTable[i].current = digitalRead(arrowTable[i].pinNumber); arrowTable[i].current = digitalRead(arrowTable[i].pinNumber);
if(arrowTable[i].prev==1 && arrowTable[i].current==0){ if (arrowTable[i].prev == 1 && arrowTable[i].current == 0)
{
// add arrow to the tail of linked list // add arrow to the tail of linked list
arrowTable[i].older = newestArrow.older; arrowTable[i].older = newestArrow.older;
arrowTable[i].newer = &newestArrow; arrowTable[i].newer = &newestArrow;
newestArrow.older->newer = &(arrowTable[i]); newestArrow.older->newer = &(arrowTable[i]);
newestArrow.older = &(arrowTable[i]); newestArrow.older = &(arrowTable[i]);
} }
else if (arrowTable[i].prev==0 && arrowTable[i].current==1){ else if (arrowTable[i].prev == 0 && arrowTable[i].current == 1)
{
arrowTable[i].newer->older = arrowTable[i].older; arrowTable[i].newer->older = arrowTable[i].older;
arrowTable[i].older->newer = arrowTable[i].newer; arrowTable[i].older->newer = arrowTable[i].newer;
arrowTable[i].newer = NULL; arrowTable[i].newer = NULL;
@@ -152,8 +215,113 @@ void loop()
arrowTable[i].prev = arrowTable[i].current; arrowTable[i].prev = arrowTable[i].current;
} }
if (newestArrow.older->arrowSymbol != last)
{
last = newestArrow.older->arrowSymbol;
SwitchControlLibrary().MoveHat(static_cast<uint8_t>(newestArrow.older->arrowSymbol)); SwitchControlLibrary().MoveHat(static_cast<uint8_t>(newestArrow.older->arrowSymbol));
}
}
else
{
val = digitalRead(2);
if (prevVal == 1 && val == 0)
{
SwitchControlLibrary().PressButtonA();
index = 1;
}
else if (prevVal == 0 && val == 1)
{
SwitchControlLibrary().ReleaseButtonA();
}
prevVal = val;
for (int i = 0; i < ButtonInfoTableSize; i++)
{
handleButtonInput(&(buttonInfoTable[i]));
}
for (int i = 0; i < 4; i++)
{
arrowTable[i].current = digitalRead(arrowTable[i].pinNumber);
}
if (arrowTable[1].current == 0)
{
if (arrowTable[3].current == 0)
{
if (arrowTable[0].current == 0)
{
moveHat(Hat::TOP);
}
else
{
if (arrowTable[2].current == 0)
{
moveHat(Hat::BOTTOM);
}
else
{
moveHat(Hat::CENTER);
}
}
}
else
{
if (arrowTable[0].current == 0)
{
moveHat(Hat::TOP_LEFT);
}
else
{
if (arrowTable[2].current == 0)
{
moveHat(Hat::BOTTOM_LEFT);
}
else
{
moveHat(Hat::LEFT);
}
}
}
}
else
{
if (arrowTable[3].current == 0)
{
if (arrowTable[0].current == 0)
{
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);
}
}
}
}
}
} }