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authorCristian Maglie <c.maglie@bug.st>2013-01-27 12:52:06 +0100
committerCristian Maglie <c.maglie@bug.st>2013-01-27 12:52:06 +0100
commit76d436f51501bd47ff463b88a196f517191f58ad (patch)
tree1f22ba2385ad22eca306d67793c0827451f2b50a /libraries/Esplora/Experts/EsploraKart/EsploraKart.ino
parentbb9cc4f70c17eed497ab30d7bfe6eebb35055205 (diff)
parentc6287dd6ac33544179a6544b8f3f55a396ec6608 (diff)
Merge branch 'ide-1.5.x' into can
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+/*
+ 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);
+}
+