bring back deprecated blocks, but hide them
This commit is contained in:
parent
07fe2645cf
commit
b91ae2c4b5
@ -12,7 +12,7 @@ Tell everyone who you are. Show you name on the LEDs.
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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.
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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.
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```blocks
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```blocks
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input.onPinEvent(TouchPin.P0, Button.Click, () => {
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input.onPinTouched(TouchPin.P0, Button.Click, () => {
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});
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});
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```
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```
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@ -21,7 +21,7 @@ input.onPinEvent(TouchPin.P0, Button.Click, () => {
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Using ``||basic:show number||`` and ``||Math:pick random||`` blocks, show a random number from `0` to `100` when pin **0** is pressed.
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Using ``||basic:show number||`` and ``||Math:pick random||`` blocks, show a random number from `0` to `100` when pin **0** is pressed.
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```blocks
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```blocks
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input.onPinEvent(TouchPin.P0, Button.Click, () => {
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input.onPinTouched(TouchPin.P0, Button.Click, () => {
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basic.showNumber(Math.randomRange(0, 100));
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basic.showNumber(Math.randomRange(0, 100));
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});
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});
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```
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```
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@ -35,7 +35,7 @@ Show ``"LOVE METER"`` on the screen when the @boardname@ starts.
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```blocks
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```blocks
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basic.showString("LOVE METER");
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basic.showString("LOVE METER");
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input.onPinEvent(TouchPin.P0, Button.Click, () => {
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input.onPinTouched(TouchPin.P0, Button.Click, () => {
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basic.showNumber(Math.randomRange(0, 100));
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basic.showNumber(Math.randomRange(0, 100));
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});
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});
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```
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```
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@ -9,7 +9,7 @@ input.input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
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input.onGesture(Gesture.Shake, () => {
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input.onGesture(Gesture.Shake, () => {
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});
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});
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input.onPinEvent(TouchPin.P0, Button.Click, () => {
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input.onPinTouched(TouchPin.P0, Button.Click, () => {
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});
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});
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input.buttonIsPressed(Button.A);
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input.buttonIsPressed(Button.A);
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@ -14,7 +14,7 @@ through your body and back into the @boardname@. This is called
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**completing a circuit**. It's like you're a big wire!
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**completing a circuit**. It's like you're a big wire!
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```sig
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```sig
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input.onPinEvent(TouchPin.P0, Button.Click, () => {
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input.onPinTouched(TouchPin.P0, Button.Click, () => {
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})
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})
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```
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```
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@ -43,7 +43,7 @@ Every time you press the pin, the program shows the number of times on the scree
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```blocks
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```blocks
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let count = 0
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let count = 0
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basic.showNumber(count)
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basic.showNumber(count)
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input.onPinEvent(TouchPin.P0, Button.Click, () => {
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input.onPinTouched(TouchPin.P0, Button.Click, () => {
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count = count + 1
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count = count + 1
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basic.showNumber(count)
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basic.showNumber(count)
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})
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})
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@ -13,7 +13,7 @@ through your body and back into the @boardname@. This is called
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**completing a circuit**. It's like you're a big wire!
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**completing a circuit**. It's like you're a big wire!
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```sig
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```sig
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input.onPinEvent(TouchPin.P0, ButtonEvent.Click, () => {
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input.onPinTouched(TouchPin.P0, ButtonEvent.Click, () => {
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})
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})
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```
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```
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@ -36,7 +36,7 @@ Every time you release the pin, the program shows the number of times on the scr
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```blocks
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```blocks
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let count = 0
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let count = 0
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basic.showNumber(count, 100)
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basic.showNumber(count, 100)
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input.onPinEvent(TouchPin.P0, ButtonEvent.Click, () => {
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input.onPinTouched(TouchPin.P0, ButtonEvent.Click, () => {
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count = count + 1
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count = count + 1
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basic.showNumber(count, 100)
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basic.showNumber(count, 100)
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})
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})
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@ -380,6 +380,9 @@
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"input.onButtonEvent|param|body": "code to run when event is raised",
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"input.onButtonEvent|param|body": "code to run when event is raised",
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"input.onButtonEvent|param|button": "the button",
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"input.onButtonEvent|param|button": "the button",
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"input.onButtonEvent|param|eventType": "event Type",
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"input.onButtonEvent|param|eventType": "event Type",
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"input.onButtonPressed": "Do something when a button (A, B or both A+B) is pushed down and released again.",
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"input.onButtonPressed|param|body": "code to run when event is raised",
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"input.onButtonPressed|param|button": "the button that needs to be pressed",
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"input.onGesture": "Do something when when a gesture is done (like shaking the micro:bit).",
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"input.onGesture": "Do something when when a gesture is done (like shaking the micro:bit).",
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"input.onGesture|param|body": "code to run when gesture is raised",
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"input.onGesture|param|body": "code to run when gesture is raised",
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"input.onGesture|param|gesture": "the type of gesture to track, eg: Gesture.Shake",
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"input.onGesture|param|gesture": "the type of gesture to track, eg: Gesture.Shake",
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@ -387,9 +390,15 @@
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"input.onLogoDown|param|body": "TODO",
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"input.onLogoDown|param|body": "TODO",
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"input.onLogoUp": "Attaches code to run when the logo is oriented upwards and the board is vertical.",
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"input.onLogoUp": "Attaches code to run when the logo is oriented upwards and the board is vertical.",
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"input.onLogoUp|param|body": "TODO",
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"input.onLogoUp|param|body": "TODO",
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"input.onPinEvent": "Do something when a pin is touched and released again (while also touching the GND pin).",
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"input.onPinTouched": "Do something when a pin is touched and released again (while also touching the GND pin).",
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"input.onPinEvent|param|body": "the code to run when event is fired on pin",
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"input.onPinTouched|param|body": "the code to run when event is fired on pin",
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"input.onPinEvent|param|name": "the pin, eg: TouchPin.P0",
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"input.onPinTouched|param|name": "the pin, eg: TouchPin.P0",
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"input.onPinPressed": "Do something when a pin is touched and released again (while also touching the GND pin).",
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"input.onPinPressed|param|body": "the code to run when the pin is pressed",
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"input.onPinPressed|param|name": "the pin that needs to be pressed, eg: TouchPin.P0",
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"input.onPinReleased": "Do something when a pin is released.",
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"input.onPinReleased|param|body": "the code to run when the pin is released",
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"input.onPinReleased|param|name": "the pin that needs to be released, eg: TouchPin.P0",
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"input.onScreenDown": "Attaches code to run when the screen is facing down.",
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"input.onScreenDown": "Attaches code to run when the screen is facing down.",
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"input.onScreenDown|param|body": "TODO",
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"input.onScreenDown|param|body": "TODO",
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"input.onScreenUp": "Attaches code to run when the screen is facing up.",
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"input.onScreenUp": "Attaches code to run when the screen is facing up.",
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@ -311,8 +311,11 @@
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"input.lightLevel|block": "light level",
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"input.lightLevel|block": "light level",
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"input.magneticForce|block": "magnetic force (µT)|%NAME",
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"input.magneticForce|block": "magnetic force (µT)|%NAME",
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"input.onButtonEvent|block": "on button %NAME| is %eventType=control_button_event_value_id",
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"input.onButtonEvent|block": "on button %NAME| is %eventType=control_button_event_value_id",
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"input.onButtonPressed|block": "on button|%NAME|pressed",
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"input.onGesture|block": "on |%NAME",
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"input.onGesture|block": "on |%NAME",
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"input.onPinEvent|block": "on pin %name|is %eventType=control_button_event_value_id",
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"input.onPinTouched|block": "on pin %name|is %eventType=control_button_event_value_id",
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"input.onPinPressed|block": "on pin %name|pressed",
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"input.onPinReleased|block": "on pin %NAME|released",
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"input.pinIsPressed|block": "pin %NAME|is pressed",
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"input.pinIsPressed|block": "pin %NAME|is pressed",
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"input.rotation|block": "rotation (°)|%NAME",
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"input.rotation|block": "rotation (°)|%NAME",
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"input.runningTimeMicros|block": "running time (micros)",
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"input.runningTimeMicros|block": "running time (micros)",
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@ -123,7 +123,7 @@
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<block type="device_gesture_event" x="472" y="-8">
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<block type="device_gesture_event" x="472" y="-8">
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<field name="NAME">Gesture.SixG</field>
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<field name="NAME">Gesture.SixG</field>
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</block>
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</block>
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<block type="device_pin_event" x="555" y="96">
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<block type="device_pin_touch" x="555" y="96">
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<field name="name">TouchPin.P2</field>
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<field name="name">TouchPin.P2</field>
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</block>
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</block>
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</xml>
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</xml>
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@ -117,7 +117,7 @@
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</block>
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</block>
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</statement>
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</statement>
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</block>
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</block>
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<block type="device_pin_event" x="2407" y="0">
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<block type="device_pin_touch" x="2407" y="0">
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<field name="name">TouchPin.P2</field>
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<field name="name">TouchPin.P2</field>
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<statement name="HANDLER">
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<statement name="HANDLER">
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<block type="device_led_toggle">
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<block type="device_led_toggle">
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@ -190,8 +190,17 @@ namespace input {
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}
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}
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// Deprecated
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// Deprecated
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void onButtonPressed(Button button, int eventType, Action body) {
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/**
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registerWithDal((int)button, eventType, body);
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* Do something when a button (A, B or both A+B) is pushed down and released again.
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* @param button the button that needs to be pressed
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* @param body code to run when event is raised
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*/
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//% help=input/on-button-pressed weight=85 blockGap=16
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//% blockId=device_button_pressed block="on button|%NAME|pressed"
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//% parts="buttonpair"
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//% blockHidden=true
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void onButtonPressed(Button button, Action body) {
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registerWithDal((int)button, MICROBIT_BUTTON_EVT_CLICK, body);
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}
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}
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/**
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/**
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@ -232,9 +241,9 @@ namespace input {
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* @param name the pin, eg: TouchPin.P0
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* @param name the pin, eg: TouchPin.P0
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* @param body the code to run when event is fired on pin
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* @param body the code to run when event is fired on pin
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*/
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*/
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//% help=input/on-pin-event weight=83 blockGap=32
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//% help=input/on-pin-touch weight=83 blockGap=32
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//% blockId=device_pin_event block="on pin %name|is %eventType=control_button_event_value_id"
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//% blockId=device_pin_touch block="on pin %name|is %eventType=control_button_event_value_id"
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void onPinEvent(TouchPin name, int eventType, Action body) {
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void onPinTouched(TouchPin name, int eventType, Action body) {
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auto pin = getPin((int)name);
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auto pin = getPin((int)name);
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if (!pin) return;
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if (!pin) return;
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@ -244,6 +253,14 @@ namespace input {
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}
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}
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// Deprecated
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// Deprecated
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/**
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* Do something when a pin is touched and released again (while also touching the GND pin).
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* @param name the pin that needs to be pressed, eg: TouchPin.P0
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* @param body the code to run when the pin is pressed
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*/
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//% help=input/on-pin-pressed weight=83 blockGap=32
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//% blockId=device_pin_input block="on pin %name|pressed"
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//% blockHidden=true
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void onPinPressed(TouchPin name, Action body) {
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void onPinPressed(TouchPin name, Action body) {
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auto pin = getPin((int)name);
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auto pin = getPin((int)name);
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if (!pin) return;
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if (!pin) return;
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@ -254,6 +271,14 @@ namespace input {
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}
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}
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// Deprecated
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// Deprecated
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/**
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* Do something when a pin is released.
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* @param name the pin that needs to be released, eg: TouchPin.P0
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* @param body the code to run when the pin is released
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*/
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//% help=input/on-pin-released weight=6 blockGap=16
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//% blockId=device_pin_released block="on pin %NAME|released"
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//% blockHidden=true
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void onPinReleased(TouchPin name, Action body) {
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void onPinReleased(TouchPin name, Action body) {
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auto pin = getPin((int)name);
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auto pin = getPin((int)name);
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if (!pin) return;
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if (!pin) return;
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37
libs/core/shims.d.ts
vendored
37
libs/core/shims.d.ts
vendored
@ -233,6 +233,17 @@ declare namespace input {
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//% parts="buttonpair" shim=input::onButtonEvent
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//% parts="buttonpair" shim=input::onButtonEvent
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function onButtonEvent(button: Button, eventType: int32, body: () => void): void;
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function onButtonEvent(button: Button, eventType: int32, body: () => void): void;
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/**
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* Do something when a button (A, B or both A+B) is pushed down and released again.
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* @param button the button that needs to be pressed
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* @param body code to run when event is raised
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*/
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//% help=input/on-button-pressed weight=85 blockGap=16
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//% blockId=device_button_pressed block="on button|%NAME|pressed"
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//% parts="buttonpair"
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//% blockHidden=true shim=input::onButtonPressed
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function onButtonPressed(button: Button, body: () => void): void;
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/**
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/**
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* Do something when when a gesture is done (like shaking the micro:bit).
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* Do something when when a gesture is done (like shaking the micro:bit).
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* @param gesture the type of gesture to track, eg: Gesture.Shake
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* @param gesture the type of gesture to track, eg: Gesture.Shake
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@ -259,9 +270,29 @@ declare namespace input {
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* @param name the pin, eg: TouchPin.P0
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* @param name the pin, eg: TouchPin.P0
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* @param body the code to run when event is fired on pin
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* @param body the code to run when event is fired on pin
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*/
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*/
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//% help=input/on-pin-event weight=83 blockGap=32
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//% help=input/on-pin-input weight=83 blockGap=32
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//% blockId=device_pin_event block="on pin %name|is %eventType=control_button_event_value_id" shim=input::onPinEvent
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//% blockId=device_pin_touch block="on pin %name|is %eventType=control_button_event_value_id" shim=input::onPinTouched
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function onPinEvent(name: TouchPin, eventType: int32, body: () => void): void;
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function onPinTouched(name: TouchPin, eventType: int32, body: () => void): void;
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/**
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* Do something when a pin is touched and released again (while also touching the GND pin).
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* @param name the pin that needs to be pressed, eg: TouchPin.P0
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* @param body the code to run when the pin is pressed
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*/
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//% help=input/on-pin-pressed weight=83 blockGap=32
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//% blockId=device_pin_input block="on pin %name|pressed"
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//% blockHidden=true shim=input::onPinPressed
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function onPinPressed(name: TouchPin, body: () => void): void;
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/**
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* Do something when a pin is released.
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* @param name the pin that needs to be released, eg: TouchPin.P0
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* @param body the code to run when the pin is released
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*/
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//% help=input/on-pin-released weight=6 blockGap=16
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//% blockId=device_pin_released block="on pin %NAME|released"
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//% blockHidden=true shim=input::onPinReleased
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function onPinReleased(name: TouchPin, body: () => void): void;
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/**
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/**
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* Get the button state (pressed or not) for ``A`` and ``B``.
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* Get the button state (pressed or not) for ``A`` and ``B``.
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@ -1,5 +1,5 @@
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namespace pxsim.input {
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namespace pxsim.input {
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export function onPinEvent(pinId: number, pinEvent: number, handler: RefAction) {
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export function onPinTouched(pinId: number, pinEvent: number, handler: RefAction) {
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let pin = getPin(pinId);
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let pin = getPin(pinId);
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if (!pin) return;
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if (!pin) return;
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pin.isTouched();
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pin.isTouched();
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