| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2021-03-15 | run code formatting script | microDev | |
| 2020-07-24 | Add and correct some type hints | Taku Fukada | |
| 2020-07-03 | Made every init return None | dherrada | |
| 2020-07-03 | Made most of the requested changes | dherrada | |
| 2020-07-03 | Added type hints to gamepad | dherrada | |
| 2020-07-02 | Removed all 'self, )' | dherrada | |
| 2020-05-15 | Merge pull request #2810 from dherrada/master | Scott Shawcroft | |
| Pyi integration | |||
| 2020-05-13 | Gamepad & GamepadShift: Initially allocate as long-lived | Jeff Epler | |
| This makes less heap churn and decreases code size a tiny bit | |||
| 2020-05-13 | Gamepad & GamepadShift: Enable ticks while object exists | Jeff Epler | |
| Otherwise, button presses might not be noticed. | |||
| 2020-05-12 | Swap sphinx to autoapi and the inline stubs | Scott Shawcroft | |
| 2020-05-07 | Added gamepad, gamepadshift, and i2cslave | dherrada | |
| 2019-06-12 | When clearing gamepad buffer, use the last button state, not 0 | Radomir Dopieralski | |
| When reading the accumulated button presses in gamepad and gamepadshift, don't clear the buffer to "no buttons pressed", but instead set it to the current (last checked) state. This clears the accumulated presses, but retains any ongoing ones. This fixes #1935 | |||
| 2019-04-17 | Merge pull request #1808 from pewpew-game/gamepad-doc | Dan Halbert | |
| Update GamePad docs to include pull-downs | |||
| 2019-04-17 | Update GamePad docs to include pull-downs | Radomir Dopieralski | |
| 2019-04-16 | Include cleanup and style tweaks | Scott Shawcroft | |
| 2019-04-16 | Fully split gamepadshift from gamepad | Scott Shawcroft | |
| 2019-04-15 | Split GamePadShift from GamePad to save space on most boards. | Scott Shawcroft | |
| 2019-04-12 | Add title to docs | Radomir Dopieralski | |
| 2019-04-12 | Add GamePadShift to docs | Radomir Dopieralski | |
| 2019-04-12 | Reorganize the gamepad code | Radomir Dopieralski | |
| 2019-04-12 | Sync gampad_singleton with the long lived copy | Radomir Dopieralski | |
| 2019-04-12 | More refactoring | Radomir Dopieralski | |
| 2019-04-12 | Optimize the size of code for gamepad | Radomir Dopieralski | |
| 2019-04-12 | Read one bit per system clock tick in GamePadShift | Radomir Dopieralski | |
| 2019-04-12 | Add GamePadShift for handling shift-register-based buttons | Radomir Dopieralski | |
| 2019-01-14 | Add subclass support to displayio. | Scott Shawcroft | |
| Also, swap make_news to accept a kwarg map and refine param checking. Fixes #1237 | |||
| 2018-08-07 | Support internationalisation. | Scott Shawcroft | |
| 2018-05-30 | Add gamepad_singleton to root pointers | Radomir Dopieralski | |
| 2018-05-30 | Make the gamepad singleton long-lived | Radomir Dopieralski | |
| So that it is not later moved. | |||
| 2018-05-23 | Remove volatile from the gamepad struct | Radomir Dopieralski | |
| 2018-05-23 | Raise an error if more than 8 buttons passed to gamepad | Radomir Dopieralski | |
| 2018-05-23 | Avoid uninitialized gamepad on exception | Radomir Dopieralski | |
| Raise exceptions before the gamepad_singleton is created. Also, use mp_raise for creating the exceptions. | |||
| 2018-05-23 | Make gamepad.get_pressed work when gamepad was created from frozen code | Radomir Dopieralski | |
| For some reason, when the GamePad is created from frozen code, the get_pressed method would always return 0. This fixes it, and makes it work properly no matter how the object was created. | |||
| 2018-05-23 | Cache pullup state in gamepad | Radomir Dopieralski | |
| Don't check the pin's pull direction on every tick, instead cache it at the beginning. Also avoid a "can't get pull of output pin" error when one of the pins passed is in output mode. | |||
| 2018-03-31 | Add a type check to the gamepad module | Radomir Dopieralski | |
| Make sure that all the arguments passed are indeed DigitalInOut. This avoids crashes when the users pass something else. | |||
| 2018-01-11 | Fix example for gamepad | Radomir Dopieralski | |
| The example code for the gamepad module would skip detected button presses in the code that waits for a button to be released, because it would run it even when no button is pressed. Also updated the example pin names to not use RX and TX. | |||
| 2017-10-03 | Add a `gamepad` module for handling buttons in the background. (#295) | Radomir Dopieralski | |
| The `GamePad` singleton monitors buttons in the background to make sure a button press is never missed and debouncing happens consistently. | |||
