diff options
| author | dherrada <dylan.herrada@gmail.com> | 2020-05-07 15:10:44 -0400 |
|---|---|---|
| committer | dherrada <dylan.herrada@gmail.com> | 2020-05-07 15:10:44 -0400 |
| commit | 4f33a20d17c7b7688e5dd1ee37346ff2d4f4a340 (patch) | |
| tree | caf406c3fcf3fc82bbf40cfc7c41e338e583bbe0 /shared-bindings/gamepad/GamePad.c | |
| parent | a3d5adb43c897d591baabaaf1e7ef83deedbd3ce (diff) | |
Added gamepad, gamepadshift, and i2cslave
Diffstat (limited to 'shared-bindings/gamepad/GamePad.c')
| -rw-r--r-- | shared-bindings/gamepad/GamePad.c | 110 |
1 files changed, 55 insertions, 55 deletions
diff --git a/shared-bindings/gamepad/GamePad.c b/shared-bindings/gamepad/GamePad.c index d3c29019a..946a24dbf 100644 --- a/shared-bindings/gamepad/GamePad.c +++ b/shared-bindings/gamepad/GamePad.c @@ -34,65 +34,65 @@ #include "shared-bindings/digitalio/DigitalInOut.h" #include "supervisor/shared/translate.h" - -//| .. currentmodule:: gamepad +//| class GamePad: +//| """.. currentmodule:: gamepad //| -//| :class:`GamePad` -- Scan buttons for presses -//| ============================================ +//| :class:`GamePad` -- Scan buttons for presses +//| ============================================ //| -//| Usage:: +//| Usage:: //| -//| import board -//| import digitalio -//| import gamepad -//| import time +//| import board +//| import digitalio +//| import gamepad +//| import time //| -//| B_UP = 1 << 0 -//| B_DOWN = 1 << 1 +//| B_UP = 1 << 0 +//| B_DOWN = 1 << 1 //| //| -//| pad = gamepad.GamePad( -//| digitalio.DigitalInOut(board.D10), -//| digitalio.DigitalInOut(board.D11), -//| ) +//| pad = gamepad.GamePad( +//| digitalio.DigitalInOut(board.D10), +//| digitalio.DigitalInOut(board.D11), +//| ) //| -//| y = 0 -//| while True: -//| buttons = pad.get_pressed() -//| if buttons & B_UP: -//| y -= 1 -//| print(y) -//| elif buttons & B_DOWN: -//| y += 1 -//| print(y) -//| time.sleep(0.1) -//| while buttons: -//| # Wait for all buttons to be released. +//| y = 0 +//| while True: //| buttons = pad.get_pressed() +//| if buttons & B_UP: +//| y -= 1 +//| print(y) +//| elif buttons & B_DOWN: +//| y += 1 +//| print(y) //| time.sleep(0.1) +//| while buttons: +//| # Wait for all buttons to be released. +//| buttons = pad.get_pressed() +//| time.sleep(0.1)""" //| -//| .. class:: GamePad([b1[, b2[, b3[, b4[, b5[, b6[, b7[, b8]]]]]]]]) -//| -//| Initializes button scanning routines. -//| -//| The ``b1``-``b8`` parameters are ``DigitalInOut`` objects, which -//| immediately get switched to input with a pull-up, (unless they already -//| were set to pull-down, in which case they remain so), and then scanned -//| regularly for button presses. The order is the same as the order of -//| bits returned by the ``get_pressed`` function. You can re-initialize -//| it with different keys, then the new object will replace the previous -//| one. -//| -//| The basic feature required here is the ability to poll the keys at -//| regular intervals (so that de-bouncing is consistent) and fast enough -//| (so that we don't miss short button presses) while at the same time -//| letting the user code run normally, call blocking functions and wait -//| on delays. -//| -//| They button presses are accumulated, until the ``get_pressed`` method -//| is called, at which point the button state is cleared, and the new -//| button presses start to be recorded. +//| def __init__(self, b1: Any, b2: Any, b3: Any, b4: Any, b5: Any, b6: Any, b7: Any, b8: Any): +//| """Initializes button scanning routines. +//| +//| The ``b1``-``b8`` parameters are ``DigitalInOut`` objects, which +//| immediately get switched to input with a pull-up, (unless they already +//| were set to pull-down, in which case they remain so), and then scanned +//| regularly for button presses. The order is the same as the order of +//| bits returned by the ``get_pressed`` function. You can re-initialize +//| it with different keys, then the new object will replace the previous +//| one. +//| +//| The basic feature required here is the ability to poll the keys at +//| regular intervals (so that de-bouncing is consistent) and fast enough +//| (so that we don't miss short button presses) while at the same time +//| letting the user code run normally, call blocking functions and wait +//| on delays. +//| +//| They button presses are accumulated, until the ``get_pressed`` method +//| is called, at which point the button state is cleared, and the new +//| button presses start to be recorded.""" +//| ... //| STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args, const mp_obj_t *args, mp_map_t *kw_args) { @@ -114,15 +114,15 @@ STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args, return MP_OBJ_FROM_PTR(gamepad_singleton); } -//| .. method:: get_pressed() -//| -//| Get the status of buttons pressed since the last call and clear it. +//| def get_pressed(self, ) -> Any: +//| """Get the status of buttons pressed since the last call and clear it. //| //| Returns an 8-bit number, with bits that correspond to buttons, //| which have been pressed (or held down) since the last call to this //| function set to 1, and the remaining bits set to 0. Then it clears //| the button state, so that new button presses (or buttons that are -//| held down) can be recorded for the next call. +//| held down) can be recorded for the next call.""" +//| ... //| STATIC mp_obj_t gamepad_get_pressed(mp_obj_t self_in) { gamepad_obj_t* gamepad_singleton = MP_STATE_VM(gamepad_singleton); @@ -133,9 +133,9 @@ STATIC mp_obj_t gamepad_get_pressed(mp_obj_t self_in) { MP_DEFINE_CONST_FUN_OBJ_1(gamepad_get_pressed_obj, gamepad_get_pressed); -//| .. method:: deinit() -//| -//| Disable button scanning. +//| def deinit(self, ) -> Any: +//| """Disable button scanning.""" +//| ... //| STATIC mp_obj_t gamepad_deinit(mp_obj_t self_in) { common_hal_gamepad_gamepad_deinit(self_in); |
