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Diffstat (limited to 'libraries/Esplora/examples/EsploraKart/EsploraKart.ino')
-rw-r--r-- | libraries/Esplora/examples/EsploraKart/EsploraKart.ino | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/libraries/Esplora/examples/EsploraKart/EsploraKart.ino b/libraries/Esplora/examples/EsploraKart/EsploraKart.ino new file mode 100644 index 0000000..4c1621c --- /dev/null +++ b/libraries/Esplora/examples/EsploraKart/EsploraKart.ino @@ -0,0 +1,125 @@ +/* + 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); +} + |