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diff --git a/shared-bindings/gamepad/GamePadShift.c b/shared-bindings/gamepad/GamePadShift.c
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--- a/shared-bindings/gamepad/GamePadShift.c
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-/*
- * This file is part of the MicroPython project, http://micropython.org/
- *
- * The MIT License (MIT)
- *
- * Copyright (c) 2016 Radomir Dopieralski for Adafruit Industries
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- */
-#include "py/obj.h"
-#include "py/runtime.h"
-#include "py/mphal.h"
-#include "py/gc.h"
-#include "py/mpstate.h"
-#include "shared-module/gamepad/__init__.h"
-#include "shared-module/gamepad/GamePadShift.h"
-#include "supervisor/shared/translate.h"
-#include "GamePadShift.h"
-#include "__init__.h"
-
-//| .. currentmodule:: gamepad
-//|
-//| :class:`GamePadShift` -- Scan buttons for presses
-//| =================================================
-//|
-//| .. class:: GamePadShift(data, clock, latch)
-//|
-//| Initializes button scanning routines.
-//|
-//| The ``data``, ``clock`` and ``latch`` parameters are ``DigitalInOut``
-//| objects connected to the shift register controlling the buttons.
-//|
-//| 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 gamepadshift_make_new(const mp_obj_type_t *type, size_t n_args,
- const mp_obj_t *pos_args, mp_map_t *kw_args) {
-
- enum { ARG_data, ARG_clock, ARG_latch };
- static const mp_arg_t allowed_args[] = {
- { MP_QSTR_data, MP_ARG_REQUIRED | MP_ARG_OBJ },
- { MP_QSTR_clock, MP_ARG_REQUIRED | MP_ARG_OBJ},
- { MP_QSTR_latch, MP_ARG_REQUIRED | MP_ARG_OBJ},
- };
- mp_arg_val_t args[MP_ARRAY_SIZE(allowed_args)];
- mp_arg_parse_all(n_args, pos_args, kw_args, MP_ARRAY_SIZE(allowed_args),
- allowed_args, args);
-
- digitalio_digitalinout_obj_t *data_pin = pin_io(args[ARG_data].u_obj);
- digitalio_digitalinout_obj_t *clock_pin = pin_io(args[ARG_clock].u_obj);
- digitalio_digitalinout_obj_t *latch_pin = pin_io(args[ARG_latch].u_obj);
-
- gamepadshift_obj_t* gamepad_singleton = MP_STATE_VM(gamepad_singleton);
- if (!gamepad_singleton ||
- !MP_OBJ_IS_TYPE(MP_OBJ_FROM_PTR(gamepad_singleton),
- &gamepadshift_type)) {
- gamepad_singleton = m_new_obj(gamepadshift_obj_t);
- gamepad_singleton->base.type = &gamepadshift_type;
- gamepad_singleton = gc_make_long_lived(gamepad_singleton);
- MP_STATE_VM(gamepad_singleton) = gamepad_singleton;
- }
- gamepadshift_init(gamepad_singleton, data_pin, clock_pin, latch_pin);
- return MP_OBJ_FROM_PTR(gamepad_singleton);
-}
-
-//| .. method:: get_pressed()
-//|
-//| 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.
-//|
-STATIC mp_obj_t gamepadshift_get_pressed(mp_obj_t self_in) {
- gamepadshift_obj_t* gamepad_singleton = MP_STATE_VM(gamepad_singleton);
- mp_obj_t pressed = MP_OBJ_NEW_SMALL_INT(gamepad_singleton->pressed);
- gamepad_singleton->pressed = 0;
- return pressed;
-}
-MP_DEFINE_CONST_FUN_OBJ_1(gamepadshift_get_pressed_obj, gamepadshift_get_pressed);
-
-//| .. method:: deinit()
-//|
-//| Disable button scanning.
-//|
-STATIC mp_obj_t gamepadshift_deinit(mp_obj_t self_in) {
- gamepad_reset();
- return mp_const_none;
-}
-MP_DEFINE_CONST_FUN_OBJ_1(gamepadshift_deinit_obj, gamepadshift_deinit);
-
-
-STATIC const mp_rom_map_elem_t gamepadshift_locals_dict_table[] = {
- { MP_OBJ_NEW_QSTR(MP_QSTR_get_pressed), MP_ROM_PTR(&gamepadshift_get_pressed_obj)},
- { MP_OBJ_NEW_QSTR(MP_QSTR_deinit), MP_ROM_PTR(&gamepadshift_deinit_obj)},
-};
-STATIC MP_DEFINE_CONST_DICT(gamepadshift_locals_dict, gamepadshift_locals_dict_table);
-const mp_obj_type_t gamepadshift_type = {
- { &mp_type_type },
- .name = MP_QSTR_GamePadShift,
- .make_new = gamepadshift_make_new,
- .locals_dict = (mp_obj_dict_t*)&gamepadshift_locals_dict,
-};