Merge branch 'master' into origin/master

This commit is contained in:
Juri 2020-08-19 21:43:48 +02:00
commit 2411c06128
70 changed files with 256 additions and 139 deletions

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@ -22,13 +22,13 @@ Here's a program that simulates cell life in the LED matrix. Use button ``A`` fo
let lifeChart: Image = null
//Use button A for the next iteration of game of life
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
gameOfLife();
show();
})
//Use button B for reseting to random initial seed state
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
reset();
show();
})

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@ -11,7 +11,7 @@ Let's create a coin flipping program to simulate a real coin toss. We'll use ico
Get an ``||input:on button A pressed||`` block from the ``||input:Input||`` drawer in the toolbox. We'll put our coin flipping code in here.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
})
```
@ -22,7 +22,7 @@ Grab an ``||logic:if else||`` block and set it inside ``||input:on button A pres
The ``||Math:pick random true or false||`` returns a random ``true`` or ``false`` value which we use to determine a ``heads`` or ``tails`` result for a coin toss.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (Math.randomBoolean()) {
} else {
}
@ -34,7 +34,7 @@ input.onButtonPressed(Button.A, () => {
Now, put a ``||basic:show icon||`` block inside both the ``||logic:if||`` and the ``||logic:else||``. Pick images to mean ``heads`` and ``tails``.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (Math.randomBoolean()) {
basic.showIcon(IconNames.Skull)
} else {
@ -52,7 +52,7 @@ Press button **A** in the simulator to try the coin toss code.
You can animate the coin toss to add the feeling of suspense. Place different ``||basic:show icon||`` blocks before the ``||logic:if||`` to show that the coin is flipping.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showIcon(IconNames.Diamond)
basic.showIcon(IconNames.SmallDiamond)
basic.showIcon(IconNames.Diamond)

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@ -11,7 +11,7 @@ Make a love meter, how sweet! The @boardname@ is feeling the love, then sometime
Let's build a **LOVE METER** machine. Place an ``||input:on pin pressed||`` block to run code when pin **0** is pressed. Use ``P0`` from the list of pin inputs.
```blocks
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouched(TouchPin.P0, Button.Click, () => {
});
```
@ -20,7 +20,7 @@ input.onPinPressed(TouchPin.P0, () => {
Using ``||basic:show number||`` and ``||Math:pick random||`` blocks, show a random number from `0` to `100` when pin **0** is pressed.
```blocks
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouched(TouchPin.P0, Button.Click, () => {
basic.showNumber(Math.randomRange(0, 100));
});
```
@ -34,7 +34,7 @@ Show ``"LOVE METER"`` on the screen when the @boardname@ starts.
```blocks
basic.showString("LOVE METER");
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouched(TouchPin.P0, Button.Click, () => {
basic.showNumber(Math.randomRange(0, 100));
});
```

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@ -12,7 +12,7 @@ Use ``||input:on button pressed||`` to send a text message over radio with ``||r
Every @boardname@ nearby will receive this message.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendString("Yo");
});
```
@ -41,7 +41,7 @@ radio.onReceivedString(function (receivedString) {
Press button **A** on the simulator, you will notice that a second @boardname@ appears (if your screen is too small, the simulator might decide not to show it). Try pressing **A** again and notice that the "Yo" message gets displayed on the other @boardname@.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendString("Yo");
});
radio.onReceivedString(function (receivedString) {

View File

@ -12,7 +12,7 @@ Code the buttons on the @boardname@ to show that it's happy or sad.
Place a ``||input:on button pressed||`` block to run code when button **A** is pressed.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
});
```
@ -21,7 +21,7 @@ input.onButtonPressed(Button.A, () => {
Place a ``||basic:show leds||`` block inside ``||input:on button pressed||`` to display a smiley on the screen. Press the **A** button in the simulator to see the smiley.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showLeds(`
# # . # #
# # . # #
@ -37,7 +37,7 @@ input.onButtonPressed(Button.A, () => {
Add ``||input:on button pressed||`` and ``||basic:show leds||`` blocks to display a frowny when button **B** is pressed.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
basic.showLeds(`
# # . # #
# # . # #
@ -53,7 +53,7 @@ input.onButtonPressed(Button.B, () => {
Add a secret mode that happens when **A** and **B** are pressed together. For this case, add multiple ``||basic:show leds||`` blocks to create an animation.
```blocks
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
basic.showLeds(`
. . . . .
# . # . .

View File

@ -58,8 +58,8 @@ When **A** is pressed, we test if the sprite is in the center or not.
Use a ``||input:on button pressed||`` block to handle the **A** button. Put in a ``||logic:if||`` block and test if ``||game:x||`` is equal to `2`.
```blocks
let sprite = game.createSprite(2, 2)
input.onButtonPressed(Button.A, function () {
let sprite: game.LedSprite = null
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
if (sprite.get(LedSpriteProperty.X) == 2) {
} else {
}
@ -76,8 +76,8 @@ basic.forever(function () {
Finally, pull out an ``||game:add score||`` and a ``||game:game over||`` block to handle both success (sprite in the center) and failure (sprite not in the center).
```blocks
let sprite = game.createSprite(2, 2)
input.onButtonPressed(Button.A, function () {
let sprite: game.LedSprite = null
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
if (sprite.get(LedSpriteProperty.X) == 2) {
game.addScore(1)
} else {

View File

@ -43,7 +43,7 @@ let num = 0
basic.forever(() => {
basic.showNumber(num)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
num = num + 1
})
```
@ -59,7 +59,7 @@ Try this on your @boardname@:
basic.forever(() => {
basic.showNumber(6789)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showNumber(2)
})
```

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@ -24,7 +24,7 @@ bluetooth.stopAdvertising();
## Example: stop advertising on button pressed
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
bluetooth.stopAdvertising();
})
```

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@ -27,7 +27,7 @@ bluetooth.onBluetoothDisconnected(() => {
basic.showString("D");
connected = 0;
});
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (connected == 1) {
bluetooth.uartWriteLine("HELLO");
}

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@ -27,7 +27,7 @@ bluetooth.onBluetoothDisconnected(() => {
basic.showString("D");
connected = 0;
});
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (connected == 1) {
bluetooth.uartWriteString("HELLO");
}

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@ -29,7 +29,7 @@ control.inBackground(() => {
basic.pause(100)
}
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
num++;
})
```
@ -42,7 +42,7 @@ let num = 0
basic.forever(() => {
basic.showNumber(num)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
num++;
})
```

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@ -24,11 +24,11 @@ When you get tired of counting, press button `B` to reset the
```blocks
let item = 0;
basic.showNumber(item);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
item = item + 1;
basic.showNumber(item);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
control.reset();
});
```

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@ -9,7 +9,7 @@ An event handler is code that is associated with a particular event, such as "bu
Functions named "on <event>" create an association between an event and the event handler code. For example, the following code registers the event handler (the code between the `do` and `end` keywords) with the event of a press of button A:
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("hello", 150)
})
```
@ -21,7 +21,7 @@ After this code executes, then whenever button A is pressed in the future, the s
Once you have registered an event handler for an event, like above, that event handler is active for the rest of the program execution. If you want to stop the string "hello" from printing each time button A is pressed then you need to arrange for the following code to execute:
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
})
```
@ -32,10 +32,10 @@ The above code associated an event handler that does nothing with the event of a
The above example also illustrates that there is only one event handler for each event. What is the result of the following code?
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("hello", 150)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("goodbye", 150)
})
```
@ -43,7 +43,7 @@ input.onButtonPressed(Button.A, () => {
The answer is that whenever button A is pressed, the string "goodbye" will be printed. If you want both the strings "hello" and "goodbye" to be printed, you need to write the code like this:
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("hello", 150)
basic.showString("goodbye", 150)
})

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@ -16,11 +16,11 @@ Press button ``A`` as much as possible to increase the score.
Press ``B`` to display the score and reset the score.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
basic.showNumber(game.score())
game.setScore(0)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
game.addScore(1)
})
```

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@ -16,7 +16,7 @@ Press button ``A`` as much as possible.
At the end of 10 seconds, the program will show your score.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
game.addScore(1)
})
game.startCountdown(10000)

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@ -27,7 +27,7 @@ let img = images.createImage(`
. . . . .
`)
img.showImage(0)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
img.clear()
img.showImage(0)
})

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@ -14,10 +14,10 @@ If you press button `B`, it shows an animation and ends the game.
```blocks
basic.showString("PICK A BUTTON");
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("YOU WIN!");
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
game.gameOver();
});
```

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@ -20,7 +20,7 @@ degrees -- exactly the opposite direction.
```blocks
let ball = game.createSprite(4, 2);
basic.showNumber(ball.get(LedSpriteProperty.Direction));
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
ball.ifOnEdgeBounce();
basic.showNumber(ball.get(LedSpriteProperty.Direction));
});

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@ -15,7 +15,7 @@ game.isPaused()
Resume the game if it's paused and button **B** is pressed.
```blocks
input.onButtonPressed(Button.B, function () {
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
if (game.isPaused()) {
game.resume()
}

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@ -15,7 +15,7 @@ game.isRunning()
If the game is currently running, end the game if button **B** is pressed.
```blocks
input.onButtonPressed(Button.B, function () {
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
if (game.isRunning()) {
game.gameOver()
}

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@ -13,7 +13,7 @@ This program adds one point to your score every time you press button
second) and shows your score.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
game.addScore(1);
basic.pause(500);
basic.showNumber(game.score());

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@ -16,11 +16,11 @@ Press button ``A`` as much as possible to increase the score.
Press ``B`` to display the score and reset the score.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
basic.showNumber(game.score())
game.setScore(0)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
game.addScore(1)
})
```

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@ -17,7 +17,7 @@ Press button ``A`` as much as possible.
At the end of 10 seconds, the program will show your score.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
game.addScore(1)
})
game.startCountdown(10000)

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@ -29,10 +29,10 @@ Display a left arrow when button A is pressed or a right arrow when button B is
let arrowLeft = images.arrowImage(ArrowNames.West)
let arrowRight = images.arrowImage(ArrowNames.East)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
arrowLeft.showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
arrowRight.showImage(0);
});
```

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@ -36,10 +36,10 @@ let arrows = images.createBigImage(`
. . # . . . # # # .
. . # . . . . # . .
`);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
arrows.showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
arrows.showImage(5);
});
```

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@ -25,7 +25,7 @@ arrow and show it on the LED screen. If you press button `B`, the
program will show a picture of the arrow upside-down.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
images.createImage(`
. . # . .
. # # # .
@ -34,7 +34,7 @@ input.onButtonPressed(Button.A, () => {
. . # . .
`).showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
images.createImage(`
. . # . .
. . # . .

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@ -20,10 +20,10 @@ Show a happy face when button A is pressed or a sad face when button B is presse
let iamHappy = images.iconImage(IconNames.Happy)
let iamSad = images.iconImage(IconNames.Sad)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
iamHappy.showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
iamSad.showImage(0);
});
```

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@ -31,10 +31,10 @@ let arrows = images.createBigImage(`
. . # . . . # # # .
. . # . . . . # . .
`);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
arrows.showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
arrows.showImage(5);
});
```

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@ -3,13 +3,13 @@
Events and data from sensors
```cards
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
});
input.onGesture(Gesture.Shake, () => {
});
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouched(TouchPin.P0, Button.Click, () => {
});
input.buttonIsPressed(Button.A);

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@ -23,7 +23,7 @@ confuse the @boardname@.
This example runs the calibration when the user presses **A+B** buttons.
```blocks
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
input.calibrateCompass();
})
```

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@ -70,7 +70,7 @@ confuse the @boardname@.
Keep the calibration handy by running it when the user pressed **A+B**.
```block
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
input.calibrateCompass();
})
```

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@ -29,7 +29,7 @@ program shows the light level
on the [LED screen](/device/screen).
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
let level = input.lightLevel()
basic.showNumber(level)
})

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@ -9,7 +9,7 @@ on the @boardname@.
* For `A` and `B` together: This handler works when `A` and `B` are both pushed down, then one of them is released within 1.5 seconds of pushing down the second button.
```sig
input.onButtonPressed(Button.A, () => {})
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {})
```
Find out how buttons provide input to the @boardname@ in this video:
@ -24,7 +24,7 @@ Each time you press the button, the [LED screen](/device/screen) shows the `coun
```blocks
let count = 0
basic.showNumber(count)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
count++;
basic.showNumber(count);
})
@ -35,7 +35,7 @@ input.onButtonPressed(Button.A, () => {
This example shows a number from 1 to 6 when you press the `B` button.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
let dice = Math.randomRange(0, 5) + 1
basic.showNumber(dice)
})

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@ -14,7 +14,7 @@ through your body and back into the @boardname@. This is called
**completing a circuit**. It's like you're a big wire!
```sig
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouched(TouchPin.P0, Button.Click, () => {
})
```
@ -43,7 +43,7 @@ Every time you press the pin, the program shows the number of times on the scree
```blocks
let count = 0
basic.showNumber(count)
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouched(TouchPin.P0, Button.Click, () => {
count = count + 1
basic.showNumber(count)
})

View File

@ -13,7 +13,7 @@ through your body and back into the @boardname@. This is called
**completing a circuit**. It's like you're a big wire!
```sig
input.onPinReleased(TouchPin.P0, () => {
input.onPinTouched(TouchPin.P0, ButtonEvent.Click, () => {
})
```
@ -36,7 +36,7 @@ Every time you release the pin, the program shows the number of times on the scr
```blocks
let count = 0
basic.showNumber(count, 100)
input.onPinReleased(TouchPin.P0, () => {
input.onPinTouched(TouchPin.P0, ButtonEvent.Click, () => {
count = count + 1
basic.showNumber(count, 100)
})

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@ -18,7 +18,7 @@ program finds the number of milliseconds since the program started
and shows it on the [LED screen](/device/screen).
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
let now = input.runningTime()
basic.showNumber(now)
})

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@ -15,7 +15,7 @@ led.enable(false);
This program turns off the screen when pressing button ``B``
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
led.enable(false)
});
```

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@ -13,7 +13,7 @@ This program sets up the ``stop animation`` part of the program,
and then shows a string that you can stop with button ``B``.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
led.stopAnimation();
});
basic.showString("STOP ME! STOP ME! PLEASE, WON'T SOMEBODY STOP ME?");

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@ -43,7 +43,7 @@ music.onEvent(MusicEvent.BackgroundMelodyResumed, () => {
music.onEvent(MusicEvent.BackgroundMelodyRepeated, () => {
serial.writeLine("background repeated")
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
music.beginMelody(music.builtInMelody(Melodies.BaDing), MelodyOptions.Once)
})
music.setTempo(100)

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@ -17,7 +17,7 @@ This example send the frequency and duration over radio
and plays it on the remote @boardname@.
```typescript
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
music.playTone(440, 120)
led.toggle(0, 0)
})
@ -26,7 +26,7 @@ radio.onReceivedNumber(function (receivedNumber) {
const duration = receivedNumber & 0xffff;
music.playTone(freq, duration);
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
music.setPlayTone((frequency: number, duration: number) => {
radio.sendNumber((frequency << 16) | (duration & 0xffff));
})

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@ -48,7 +48,7 @@ keeper @boardname@, you can press button `B` on the remote to buzz and
make the score bigger on the other @boardname@.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
pins.digitalWritePin(DigitalPin.P1, 1);
basic.pause(500);
pins.digitalWritePin(DigitalPin.P1, 0);

View File

@ -46,7 +46,7 @@ will use ``digital write pin`` to make the other @boardname@ buzz and
make the score bigger.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
pins.digitalWritePin(DigitalPin.P1, 1);
basic.pause(500);
pins.digitalWritePin(DigitalPin.P1, 0);

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@ -34,7 +34,7 @@ If you load this program onto two or more @boardname@s, you can send a code word
The other @boardname@s will receive the code word and then show it.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendString("Codeword: TRIMARAN")
basic.showString("SENT");
})
@ -59,10 +59,10 @@ This program will also receive your friend's mood.
```blocks
let data: string = "";
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendString("H");
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
radio.sendString("S");
});
radio.onDataReceived(() => {

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@ -27,7 +27,7 @@ in the `x` direction (left and right) to other @boardname@s. This kind
of program might be useful in a model car or model rocket.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendNumber(input.acceleration(Dimension.X))
})
```

View File

@ -26,7 +26,7 @@ code word from one of them to the others by pressing button `A`. The
other @boardname@s will receive the code word and then show it.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendString("Codeword: TRIMARAN")
basic.showString("SENT");
})

View File

@ -29,7 +29,7 @@ or model rocket.
```blocks
radio.setGroup(99)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendValue("acc", input.acceleration(Dimension.X))
})
```

View File

@ -30,7 +30,7 @@ the second @boardname@), this program sends temperature data to the
serial port.
```blocks
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
radio.sendNumber(input.temperature())
radio.sendValue("temp", input.temperature())
radio.sendString("It's warm now")

View File

@ -29,7 +29,7 @@ the second @boardname@), this program sends temperature data to
serial.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendNumber(input.temperature());
});
radio.onDataReceived(() => {

View File

@ -32,7 +32,7 @@ serial port to use the pins. The new configuration uses pin ``P1`` to transmit a
``P2`` to receive. The baud rate is set to `9600`.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
serial.redirect(SerialPin.P1, SerialPin.P2, BaudRate.BaudRate9600);
});
```

View File

@ -57,7 +57,7 @@ You could simply save the light measurements in an array like this:
```blocks
let darkness: number[] = []
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
for (let i = 0; i < 60 * 4; i++) {
darkness.push(input.lightLevel())
basic.pause(60000)
@ -77,7 +77,7 @@ The code in blocks for recording the light level is modified to make our file da
```typescript-ignore
let darkness = pins.createBuffer(60 * 4);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
for (let i = 0; i < 60 * 4; i++) {
darkness.setNumber(NumberFormat.UInt8LE, i, input.lightLevel())
basic.pause(60000)
@ -90,7 +90,7 @@ Later, we can upload the file to the laptop computer by pressing the **B** butto
```typescript-ignore
let dataReady = false;
let darkness = pins.createBuffer(60 * 4);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
for (let i = 0; i < 60 * 4; i++) {
darkness.setNumber(NumberFormat.UInt8LE, i, input.lightLevel())
basic.pause(60000)
@ -98,7 +98,7 @@ input.onButtonPressed(Button.A, () => {
dataReady = true;
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
if (dataReady) {
serial.writeLine("Transferring file: DARKNESS, Length: " + darkness.length + " bytes...");
serial.writeBuffer(darkness)

View File

@ -378,6 +378,7 @@
"input": "Events and data from sensors",
"input.acceleration": "Get the acceleration value in milli-gravitys (when the board is laying flat with the screen up, x=0, y=0 and z=-1024)",
"input.acceleration|param|dimension": "x, y, or z dimension, eg: Dimension.X",
"input.buttonEventValueId": "Returns the value of a C++ runtime constant",
"input.buttonIsPressed": "Get the button state (pressed or not) for ``A`` and ``B``.",
"input.buttonIsPressed|param|button": "the button to query the request, eg: Button.A",
"input.calibrate": "Obsolete, use input.calibrateCompass instead.",
@ -388,6 +389,10 @@
"input.lightLevel": "Reads the light level applied to the LED screen in a range from ``0`` (dark) to ``255`` bright.",
"input.magneticForce": "Get the magnetic force value in ``micro-Teslas`` (``µT``). This function is not supported in the simulator.",
"input.magneticForce|param|dimension": "the x, y, or z dimension, eg: Dimension.X",
"input.onButtonEvent": "Do something when a button (A, B or both A+B) is pushed down and released again.",
"input.onButtonEvent|param|body": "code to run when event is raised",
"input.onButtonEvent|param|button": "the button",
"input.onButtonEvent|param|eventType": "event Type",
"input.onButtonPressed": "Do something when a button (A, B or both A+B) is pushed down and released again.",
"input.onButtonPressed|param|body": "code to run when event is raised",
"input.onButtonPressed|param|button": "the button that needs to be pressed",
@ -404,6 +409,9 @@
"input.onPinReleased": "Do something when a pin is released.",
"input.onPinReleased|param|body": "the code to run when the pin is released",
"input.onPinReleased|param|name": "the pin that needs to be released, eg: TouchPin.P0",
"input.onPinTouched": "Do something when a pin is touched and released again (while also touching the GND pin).",
"input.onPinTouched|param|body": "the code to run when event is fired on pin",
"input.onPinTouched|param|name": "the pin, eg: TouchPin.P0",
"input.onScreenDown": "Attaches code to run when the screen is facing down.",
"input.onScreenDown|param|body": "TODO",
"input.onScreenUp": "Attaches code to run when the screen is facing up.",

View File

@ -45,6 +45,10 @@
"BeatFraction.Whole|block": "1",
"Buffer|block": "Buffer",
"Button.AB|block": "A+B",
"ButtonEvent.Click|block": "clicked",
"ButtonEvent.Down|block": "pressed down",
"ButtonEvent.LongClick|block": "long clicked",
"ButtonEvent.Up|block": "released up",
"Colors.Blue|block": "blue",
"Colors.Green|block": "green",
"Colors.Indigo|block": "indigo",
@ -302,16 +306,19 @@
"images.iconImage|block": "icon image %i",
"images|block": "images",
"input.acceleration|block": "acceleration (mg)|%NAME",
"input.buttonEventValueId|block": "%id",
"input.buttonIsPressed|block": "button|%NAME|is pressed",
"input.calibrateCompass|block": "calibrate compass",
"input.compassHeading|block": "compass heading (°)",
"input.isGesture|block": "is %gesture gesture",
"input.lightLevel|block": "light level",
"input.magneticForce|block": "magnetic force (µT)|%NAME",
"input.onButtonEvent|block": "on button %NAME| is %eventType=control_button_event_value_id",
"input.onButtonPressed|block": "on button|%NAME|pressed",
"input.onGesture|block": "on |%NAME",
"input.onPinPressed|block": "on pin %name|pressed",
"input.onPinReleased|block": "on pin %NAME|released",
"input.onPinTouched|block": "on pin %name|is %eventType=control_button_event_value_id",
"input.pinIsPressed|block": "pin %NAME|is pressed",
"input.rotation|block": "rotation (°)|%NAME",
"input.runningTimeMicros|block": "running time (micros)",

View File

@ -123,10 +123,7 @@
<block type="device_gesture_event" x="472" y="-8">
<field name="NAME">Gesture.SixG</field>
</block>
<block type="device_pin_event" x="555" y="96">
<block type="device_pin_touch" x="555" y="96">
<field name="name">TouchPin.P2</field>
</block>
<block type="device_pin_released" x="188" y="435">
<field name="NAME">TouchPin.P2</field>
</block>
</xml>

View File

@ -117,7 +117,7 @@
</block>
</statement>
</block>
<block type="device_pin_event" x="2407" y="0">
<block type="device_pin_touch" x="2407" y="0">
<field name="name">TouchPin.P2</field>
<statement name="HANDLER">
<block type="device_led_toggle">
@ -350,9 +350,6 @@
<shadow type="math_number" id="RP?w4vFS1wB4I0nNyldb">
<field name="NUM">0</field>
</shadow>
<block type="device_pin_is_pressed">
<field name="NAME">TouchPin.P2</field>
</block>
</value>
<next>
<block type="variables_set">
@ -484,14 +481,6 @@
</block>
</statement>
</block>
<block type="device_pin_released" x="942" y="723">
<field name="NAME">TouchPin.P2</field>
<statement name="HANDLER">
<block type="device_set_accelerometer_range">
<field name="range">AcceleratorRange.EightG</field>
</block>
</statement>
</block>
<block type="serial_on_data_received" x="419" y="933">
<value name="delimiters">
<shadow type="serial_delimiter_conv">

16
libs/core/enums.d.ts vendored
View File

@ -39,6 +39,22 @@ declare namespace basic {
}
declare const enum ButtonEvent {
//% blockIdentity="input.buttonEventValueId"
//% block="pressed down"
Down = 1, // MICROBIT_BUTTON_EVT_DOWN
//% blockIdentity="input.buttonEventValueId"
//% block="released up"
Up = 2, // MICROBIT_BUTTON_EVT_UP
//% blockIdentity="input.buttonEventValueId"
//% block="clicked"
Click = 3, // MICROBIT_BUTTON_EVT_CLICK
//% blockIdentity="input.buttonEventValueId"
//% block="long clicked"
LongClick = 4, // MICROBIT_BUTTON_EVT_LONG_CLICK
}
declare const enum Dimension {
//% block=x
X = 0,

View File

@ -323,9 +323,9 @@ namespace game {
}
function unplugEvents(): void {
input.onButtonPressed(Button.A, () => { });
input.onButtonPressed(Button.B, () => { });
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => { });
input.onButtonEvent(Button.B, ButtonEvent.Click, () => { });
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
control.reset();
});
}

View File

@ -7,6 +7,21 @@ enum class Button {
AB = MICROBIT_ID_BUTTON_AB,
};
enum class ButtonEvent {
//% blockIdentity="input.buttonEventValueId"
//% block="pressed down"
Down = MICROBIT_BUTTON_EVT_DOWN,
//% blockIdentity="input.buttonEventValueId"
//% block="released up"
Up = MICROBIT_BUTTON_EVT_UP,
//% blockIdentity="input.buttonEventValueId"
//% block="clicked"
Click = MICROBIT_BUTTON_EVT_CLICK,
//% blockIdentity="input.buttonEventValueId"
//% block="long clicked"
LongClick = MICROBIT_BUTTON_EVT_LONG_CLICK,
};
enum class Dimension {
//% block=x
X = 0,
@ -161,14 +176,29 @@ enum class MesDpadButtonInfo {
//% color=#B4009E weight=99 icon="\uf192"
namespace input {
/**
* Do something when a button (A, B or both A+B) is pushed down and released again.
* @param button the button
* @param body code to run when event is raised
* @param eventType event Type
*/
//% help=input/on-button-event weight=85 blockGap=16
//% blockId=device_button_event block="on button %NAME| is %eventType=control_button_event_value_id"
//% parts="buttonpair"
void onButtonEvent(Button button, int eventType, Action body) {
registerWithDal((int)button, eventType, body);
}
// Deprecated
/**
* Do something when a button (A, B or both A+B) is pushed down and released again.
* @param button the button that needs to be pressed
* @param body code to run when event is raised
*/
//% help=input/on-button-pressed weight=85 blockGap=16
//% blockId=device_button_event block="on button|%NAME|pressed"
//% blockId=device_button_pressed block="on button|%NAME|pressed"
//% parts="buttonpair"
//% blockHidden=true
void onButtonPressed(Button button, Action body) {
registerWithDal((int)button, MICROBIT_BUTTON_EVT_CLICK, body);
}
@ -206,13 +236,31 @@ namespace input {
return uBit.accelerometer.getGesture() == gi;
}
/**
/**
* Do something when a pin is touched and released again (while also touching the GND pin).
* @param name the pin, eg: TouchPin.P0
* @param body the code to run when event is fired on pin
*/
//% help=input/on-pin-touch weight=83 blockGap=32
//% blockId=device_pin_touch block="on pin %name|is %eventType=control_button_event_value_id"
void onPinTouched(TouchPin name, int eventType, Action body) {
auto pin = getPin((int)name);
if (!pin) return;
// Forces the PIN to switch to makey-makey style detection.
pin->isTouched();
registerWithDal((int)name, eventType, body);
}
// Deprecated
/**
* Do something when a pin is touched and released again (while also touching the GND pin).
* @param name the pin that needs to be pressed, eg: TouchPin.P0
* @param body the code to run when the pin is pressed
*/
//% help=input/on-pin-pressed weight=83 blockGap=32
//% blockId=device_pin_event block="on pin %name|pressed"
//% blockId=device_pin_input block="on pin %name|pressed"
//% blockHidden=true
void onPinPressed(TouchPin name, Action body) {
auto pin = getPin((int)name);
if (!pin) return;
@ -222,6 +270,7 @@ namespace input {
registerWithDal((int)name, MICROBIT_BUTTON_EVT_CLICK, body);
}
// Deprecated
/**
* Do something when a pin is released.
* @param name the pin that needs to be released, eg: TouchPin.P0
@ -229,7 +278,7 @@ namespace input {
*/
//% help=input/on-pin-released weight=6 blockGap=16
//% blockId=device_pin_released block="on pin %NAME|released"
//% advanced=true
//% blockHidden=true
void onPinReleased(TouchPin name, Action body) {
auto pin = getPin((int)name);
if (!pin) return;

View File

@ -3,6 +3,15 @@
*/
//% color=#C90072 weight=99
namespace input {
/**
* Returns the value of a C++ runtime constant
*/
//% weight=1 weight=19 blockId="control_button_event_value_id" block="%id"
//% shim=TD_ID advanced=true
export function buttonEventValueId(id: ButtonEvent): number {
return id;
}
/**
* Attaches code to run when the screen is facing up.
* @param body TODO

30
libs/core/shims.d.ts vendored
View File

@ -222,14 +222,26 @@ declare namespace basic {
//% color=#B4009E weight=99 icon="\uf192"
declare namespace input {
/**
* Do something when a button (A, B or both A+B) is pushed down and released again.
* @param button the button
* @param body code to run when event is raised
* @param eventType event Type
*/
//% help=input/on-button-event weight=85 blockGap=16
//% blockId=device_button_event block="on button %NAME| is %eventType=control_button_event_value_id"
//% parts="buttonpair" shim=input::onButtonEvent
function onButtonEvent(button: Button, eventType: int32, body: () => void): void;
/**
* Do something when a button (A, B or both A+B) is pushed down and released again.
* @param button the button that needs to be pressed
* @param body code to run when event is raised
*/
//% help=input/on-button-pressed weight=85 blockGap=16
//% blockId=device_button_event block="on button|%NAME|pressed"
//% parts="buttonpair" shim=input::onButtonPressed
//% blockId=device_button_pressed block="on button|%NAME|pressed"
//% parts="buttonpair"
//% blockHidden=true shim=input::onButtonPressed
function onButtonPressed(button: Button, body: () => void): void;
/**
@ -253,13 +265,23 @@ declare namespace input {
//% gesture.fieldEditor="gestures" gesture.fieldOptions.columns=4 shim=input::isGesture
function isGesture(gesture: Gesture): boolean;
/**
* Do something when a pin is touched and released again (while also touching the GND pin).
* @param name the pin, eg: TouchPin.P0
* @param body the code to run when event is fired on pin
*/
//% help=input/on-pin-touch weight=83 blockGap=32
//% blockId=device_pin_touch block="on pin %name|is %eventType=control_button_event_value_id" shim=input::onPinTouched
function onPinTouched(name: TouchPin, eventType: int32, body: () => void): void;
/**
* Do something when a pin is touched and released again (while also touching the GND pin).
* @param name the pin that needs to be pressed, eg: TouchPin.P0
* @param body the code to run when the pin is pressed
*/
//% help=input/on-pin-pressed weight=83 blockGap=32
//% blockId=device_pin_event block="on pin %name|pressed" shim=input::onPinPressed
//% blockId=device_pin_input block="on pin %name|pressed"
//% blockHidden=true shim=input::onPinPressed
function onPinPressed(name: TouchPin, body: () => void): void;
/**
@ -269,7 +291,7 @@ declare namespace input {
*/
//% help=input/on-pin-released weight=6 blockGap=16
//% blockId=device_pin_released block="on pin %NAME|released"
//% advanced=true shim=input::onPinReleased
//% blockHidden=true shim=input::onPinReleased
function onPinReleased(name: TouchPin, body: () => void): void;
/**

View File

@ -22,10 +22,10 @@ enum RadioMessage {
heart,
skull
}
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
radio.sendMessage(RadioMessage.heart)
})
input.onButtonPressed(Button.B, function () {
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
radio.sendMessage(RadioMessage.skull)
})
radio.onReceivedMessage(RadioMessage.heart, function () {

View File

@ -20,10 +20,10 @@ enum RadioMessage {
heart,
skull
}
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
radio.sendMessage(RadioMessage.heart)
})
input.onButtonPressed(Button.B, function () {
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
radio.sendMessage(RadioMessage.skull)
})
radio.onReceivedMessage(RadioMessage.heart, function () {

View File

@ -1,13 +1,23 @@
namespace pxsim.input {
export function onButtonEvent(button: number, buttonEvent: number, handler: RefAction): void {
let b = board().buttonPairState;
if (button == b.props.ID_BUTTON_AB && !b.usesButtonAB) {
b.usesButtonAB = true;
runtime.queueDisplayUpdate();
}
pxtcore.registerWithDal(button, buttonEvent, handler);
}
// Deprecated
export function onButtonPressed(button: number, handler: RefAction): void {
let b = board().buttonPairState;
if (button == b.props.ID_BUTTON_AB && !b.usesButtonAB) {
b.usesButtonAB = true;
runtime.queueDisplayUpdate();
}
pxtcore.registerWithDal(button, DAL.MICROBIT_BUTTON_EVT_CLICK, handler);
pxtcore.registerWithDal(button, ButtonEvent.Click, handler);
}
export function buttonIsPressed(button: number): boolean {
let b = board().buttonPairState;
if (button == b.abBtn.id && !b.usesButtonAB) {

View File

@ -1,12 +1,22 @@
namespace pxsim.input {
export function onPinTouched(pinId: number, pinEvent: number, handler: RefAction) {
let pin = getPin(pinId);
if (!pin) return;
pin.isTouched();
runtime.queueDisplayUpdate();
pxtcore.registerWithDal(pin.id, pinEvent, handler);
}
// Deprecated
export function onPinPressed(pinId: number, handler: RefAction) {
let pin = getPin(pinId);
if (!pin) return;
pin.isTouched();
runtime.queueDisplayUpdate();
pxtcore.registerWithDal(pin.id, DAL.MICROBIT_BUTTON_EVT_CLICK, handler);
pxtcore.registerWithDal(pin.id, ButtonEvent.Click, handler);
}
// Deprecated
export function onPinReleased(pinId: number, handler: RefAction) {
let pin = getPin(pinId);
if (!pin) return;

View File

@ -7,7 +7,7 @@ let level: number
let swapSpeed: number
initializeGame()
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (ballRevealing) {
index = index + 1
if (index > 2) {
@ -16,7 +16,7 @@ input.onButtonPressed(Button.A, () => {
basic.showString(cupSelect[index], 150)
}
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
if (ballRevealing) {
ballRevealing = false
if (correctBall == index) {

View File

@ -18,7 +18,7 @@ counter = 0
pause = 700
led.plot(oneX, oneY)
led.plot(twoX, twoY)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (oneX > 0) {
led.unplot(oneX, oneY)
led.unplot(twoX, twoY)
@ -28,7 +28,7 @@ input.onButtonPressed(Button.A, () => {
led.plot(twoX, twoY)
}
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
if (twoX < 4) {
led.unplot(oneX, oneY)
led.unplot(twoX, twoY)

View File

@ -107,12 +107,12 @@ basic.forever(() => {
basic.pause(500)
}
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
let temp = Math.abs(person.dirX) * (-1)
person.dirX = Math.abs(person.dirY) * (-1)
person.dirY = temp
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
let temp1 = Math.abs(person.dirX)
person.dirX = Math.abs(person.dirY)
person.dirY = temp1

View File

@ -24,13 +24,13 @@ playOneGame(gameTime)
showFinalScores(scoreA, scoreB)
function startIOMonitor() {
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
AWasPressed = true
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
BWasPressed = true
})
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
ABWasPressed = true
AWasPressed = false
BWasPressed = false

View File

@ -501,13 +501,13 @@ function convertPenaltyTimeToScore(penaltyTime: number): number {
}
function startIOMonitor() {
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
AWasPressed = true
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
BWasPressed = true
})
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
ABWasPressed = true
})
input.onShake(() => {

View File

@ -377,11 +377,11 @@ function beepNTimesFor(times: number, duration: number) {
function startIOMonitor() {
aWasPressed = false
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
aWasPressed = true
})
bWasPressed = false
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
bWasPressed = true
})
wasTweezers = false

View File

@ -476,10 +476,10 @@ function testTiltZ() {
}
function startIOMonitor() {
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
AWasPressed = true
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
BWasPressed = true
})
input.onShake(() => {