| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2021-03-15 | run code formatting script | microDev | |
| 2020-05-13 | Gamepad & GamepadShift: Enable ticks while object exists | Jeff Epler | |
| Otherwise, button presses might not be noticed. | |||
| 2019-04-16 | Simplify type check in tick and init last | Scott Shawcroft | |
| 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 | Reorganize the gamepad code | Radomir Dopieralski | |
| 2019-04-12 | More refactoring | Radomir Dopieralski | |
| 2019-04-12 | Optimize the size of code for gamepad | Radomir Dopieralski | |
| 2019-04-12 | Add debouncing to GamePadShift | Radomir Dopieralski | |
| 2019-04-12 | Go back to simple bit-banging in GamePadShift, fix problems | 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 | |
| 2018-05-30 | Add gamepad_singleton to root pointers | Radomir Dopieralski | |
| 2018-05-23 | Remove volatile from the gamepad struct | 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 | 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 | Respect pin's pull in gamepad | Radomir Dopieralski | |
| While it is traditional to have buttons on pins that are pulled up, and have the button connect them to the ground, some CircuitPython boards (notably the CPX) have the button pins pulled low and the button connects them to VCC. This patch makes the gamepad only change the pin's pull if it wasn't already set when passed to the constructor, and also makes it consider a button pressed when its value is the opposite of its pull. | |||
| 2017-10-22 | Gracefully reset the gamepad module | Radomir Dopieralski | |
| If a soft reset happens while the gamepad module is scanning for button presses, there is a moment when the pins get de-initialized, but the gamepad module is still trying to read them, which ends in a crash. We can avoid it by disabling scanning on reset. (cherry picked from commit 470a23d4c9345785bbaa830fdc036b4e982496c6) Conflicts: atmel-samd/main.c | |||
| 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. | |||
