Brick ref topics 02 (#283)
* Add brick button topics * Add the rest of the brick api
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Peli de Halleux
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docs/reference/brick/button/is-pressed.md
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docs/reference/brick/button/is-pressed.md
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# is Pressed
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Check if a button is being pressed or not.
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```sig
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brick.buttonEnter.isPressed()
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```
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## ~hint
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**Touch sensors**
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Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
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```block
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if (sensors.touch1.isPressed()) {
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console.log("Hey, I feel pressed.");
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}
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```
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Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
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## ~
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## Returns
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* a [boolean](types/boolean): `true` if the button is pressed, `false` if the button is not pressed
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## Example
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Set the brick light to green when the `down` is pressed. When the button is not pressed, the brick light is red.
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```blocks
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let isRed = false;
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loops.forever(function() {
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if (brick.buttonLeft.isPressed()) {
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brick.setLight(BrickLight.Green);
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isRed = false;
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} else {
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if (!isRed) {
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brick.setLight(BrickLight.Red);
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isRed = true;
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}
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}
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})
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```
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## See also
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[was pressed](/reference/brick/button/was-pressed),
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[on event](/reference/brick/button/on-event)
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[Touch sensors](/reference/sensors/touch-sensor)
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docs/reference/brick/button/on-event.md
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docs/reference/brick/button/on-event.md
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# on Event
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Run some code when a button is clicked, pressed down, or released.
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```sig
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brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
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});
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```
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## ~hint
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**Touch sensors**
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Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
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```block
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sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
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brick.setLight(BrickLight.Orange);
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});
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```
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Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
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## ~
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## Parameters
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* **ev**: the button action to run some code for. The button actions (events) are:
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> * ``click``: button was clicked (pressed and released)
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> * ``up``: button is released from just being pressed
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> * ``down``: button is just pressed down
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* **body**: the code you want to run when something happens with a button
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## Example
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Check for event on the ENTER button. Put a message on the screen when the button is pressed, clicked, or released.
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```blocks
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brick.showString("ENTER is: UP", 1);
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brick.buttonEnter.onEvent(ButtonEvent.Up, function () {
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brick.showString("ENTER is: UP ", 1);
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});
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brick.buttonEnter.onEvent(ButtonEvent.Down, function () {
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brick.showString("ENTER is: DOWN ", 1);
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});
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brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
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brick.showString("ENTER was: CLICKED", 1);
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});
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```
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### See also
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[is pressed](/reference/brick/button/is-pressed),
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[was pressed](/reference/brick/button/was-pressed),
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[Touch sensor](/reference/sensors/touch-sensor)
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docs/reference/brick/button/pause-until.md
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docs/reference/brick/button/pause-until.md
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# pause Until
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Causes your program to wait until an event at a button happens.
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```sig
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brick.buttonEnter.pauseUntil(ButtonEvent.Click);
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```
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## Parameters
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* **ev**: the button action to wait for. The button actions (events) are:
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> * ``click``: button was clicked (pressed and released)
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> * ``up``: button is released from just being pressed
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> * ``down``: button is just pressed down
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## Example
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Wait for the `up` button to go up before continuing with displaying a message on the screen.
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```blocks
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let waitTime = 0;
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brick.showString("We're going to wait", 1);
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brick.showString("for you to press and", 2);
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brick.showString("release the UP button", 3);
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waitTime = control.millis();
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brick.buttonUp.pauseUntil(ButtonEvent.Click);
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brick.clearScreen();
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if (control.millis() - waitTime > 5000) {
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brick.showString("Ok, that took awhile!", 1)
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} else {
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brick.showString("Ah, you let go!", 1)
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}
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```
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## See also
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[on event](/reference/brick/button/on-event)
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50
docs/reference/brick/button/was-pressed.md
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docs/reference/brick/button/was-pressed.md
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# was Pressed
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Check if a button was pressed earlier.
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```sig
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brick.buttonEnter.wasPressed()
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```
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The fact that a button was pressed earlier is remembered. Once **was pressed** is used, this fact is forgotten and the result is `false` the next time you check with **was pressed** button _state_ is reset). But, if you press the button again before you check with **was pressed**, it will tell you `true`.
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## ~hint
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**Touch sensors**
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Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
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```block
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if (sensors.touch1.wasPressed()) {
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console.log("Hey, I was pressed.");
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}
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```
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Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
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## ~
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## Returns
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* a [boolean](types/boolean): `true` if the button was pressed before, `false` if the button was not pressed before
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## Example
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Set the brick light to green if the `right` button was pressed before the `left` button. If not, the brick light is turned off when the `left` button is pressed.
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```blocks
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brick.buttonLeft.onEvent(ButtonEvent.Click, function() {
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if (brick.buttonRight.wasPressed()) {
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brick.setLight(BrickLight.Green)
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} else {
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brick.setLight(BrickLight.Off)
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}
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})
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```
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## See also
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[is pressed](/reference/brick/button/is-pressed),
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[on event](/reference/brick/button/on-event)
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[Touch sensors](/reference/sensors/touch-sensor)
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