pxt-ev3/libs/core/buttons.ts

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/**
* Patterns for lights under the buttons.
*/
const enum LightsPattern {
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Off = 0,
Green = 1,
Red = 2,
Orange = 3,
GreenFlash = 4,
RedFlash = 5,
OrangeFlash = 6,
GreenPulse = 7,
RedPulse = 8,
OrangePulse = 9,
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}
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/**
* User interaction on buttons
*/
const enum ButtonEvent {
//% block="click"
Click = 1,
//% block="long click"
LongClick = 2,
//% block="up"
Up = 3,
//% block="down"
Down = 4,
}
namespace input {
/**
* Generic button class, for device buttons and sensors.
*/
//% fixedInstances
export class Button extends control.Component {
private downTime: number;
private _isPressed: boolean;
private _wasPressed: boolean;
constructor() {
super()
this.downTime = 0
this._isPressed = false
this._wasPressed = false
}
//% hidden
update(curr: boolean) {
if (this._isPressed == curr) return
this._isPressed = curr
if (curr) {
this.downTime = control.millis()
control.raiseEvent(this._id, ButtonEvent.Down)
} else {
control.raiseEvent(this._id, ButtonEvent.Up)
let delta = control.millis() - this.downTime
control.raiseEvent(this._id, delta > 500 ? ButtonEvent.LongClick : ButtonEvent.Click)
}
}
/**
* Check if button is currently pressed or not.
* @param button the button to query the request
*/
//% help=input/button/is-pressed weight=79
//% block="%button|is pressed"
//% blockId=buttonIsPressed
//% blockGap=8
//% parts="buttonpair"
//% blockNamespace=input
//% button.fieldEditor="gridpicker"
//% button.fieldOptions.width=220
//% button.fieldOptions.columns=3
isPressed() {
return this._isPressed
}
/**
* See if the button was pressed again since the last time you checked.
* @param button the button to query the request
*/
//% help=input/button/was-pressed weight=78
//% block="%button|was pressed"
//% blockId=buttonWasPressed
//% parts="buttonpair" blockGap=8
//% blockNamespace=input advanced=true
//% button.fieldEditor="gridpicker"
//% button.fieldOptions.width=220
//% button.fieldOptions.columns=3
wasPressed() {
const r = this._wasPressed
this._wasPressed = false
return r
}
/**
* Do something when a button or sensor is clicked, double clicked, etc...
* @param button the button that needs to be clicked or used
* @param event the kind of button gesture that needs to be detected
* @param body code to run when the event is raised
*/
//% help=input/button/on-event weight=99 blockGap=8
//% blockId=buttonEvent block="on %button|%event"
//% parts="buttonpair"
//% blockNamespace=input
//% button.fieldEditor="gridpicker"
//% button.fieldOptions.width=220
//% button.fieldOptions.columns=3
onEvent(ev: ButtonEvent, body: () => void) {
control.onEvent(this._id, ev, body)
}
}
}
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namespace input {
let btnsMM: MMap
let buttons: DevButton[]
export namespace internal {
export function getBtnsMM() {
initBtns()
return btnsMM;
}
}
function readButtons() {
let sl = btnsMM.slice(0, LMS.NUM_BUTTONS)
let ret = 0
for (let i = 0; i < sl.length; ++i) {
if (sl[i])
ret |= 1 << i
}
return ret
}
function initBtns() {
if (btnsMM) return
btnsMM = control.mmap("/dev/lms_ui", LMS.NUM_BUTTONS, 0)
if (!btnsMM) control.fail("no buttons?")
buttons = []
input.internal.unsafePollForChanges(50, readButtons, (prev, curr) => {
if (curr & LMS.BUTTON_ID_ESCAPE)
control.reset()
for (let b of buttons)
b.update(!!(curr & b.mask))
})
control.dmesg("runtime started, " + control.deviceFirmwareVersion())
}
class DevButton extends Button {
mask: number
constructor(mask: number) {
super()
this.mask = mask
initBtns()
buttons.push(this)
}
}
initBtns() // always ON as it handles ESCAPE button
/**
* Left button.
*/
//% whenUsed block="button left" weight=95 fixedInstance
export const buttonLeft: Button = new DevButton(LMS.BUTTON_ID_LEFT)
/**
* Right button.
*/
//% whenUsed block="button right" weight=94 fixedInstance
export const buttonRight: Button = new DevButton(LMS.BUTTON_ID_RIGHT)
/**
* Up button.
*/
//% whenUsed block="button up" weight=95 fixedInstance
export const buttonUp: Button = new DevButton(LMS.BUTTON_ID_UP)
/**
* Down button.
*/
//% whenUsed block="button down" weight=95 fixedInstance
export const buttonDown: Button = new DevButton(LMS.BUTTON_ID_DOWN)
/**
* Enter button.
*/
//% whenUsed block="button enter" weight=95 fixedInstance
export const buttonEnter: Button = new DevButton(LMS.BUTTON_ID_ENTER)
}
namespace control {
/**
* Determine the version of system software currently running.
*/
export function deviceFirmwareVersion(): string {
let buf = output.createBuffer(6)
input.internal.getBtnsMM().read(buf)
let r = ""
for (let i = 0; i < buf.length; ++i) {
let c = buf[i]
if (c == 0) break
r += String.fromCharCode(c)
}
return r
}
}
namespace output {
let currPattern: LightsPattern
/**
* Set lights.
*/
//% blockId=setLights block="set lights %pattern"
export function setLights(pattern: LightsPattern): void {
if (currPattern === pattern)
return
currPattern = pattern
let cmd = output.createBuffer(2)
cmd[0] = pattern + 48
input.internal.getBtnsMM().write(cmd)
}
}