/** * Patterns for lights under the buttons. */ const enum LightsPattern { //% block=Off enumval=0 //% blockIdentity=brick.lightPattern Off = 0, //% block=Green enumval=1 //% blockIdentity=brick.lightPattern Green = 1, //% block=Red enumval=2 //% blockIdentity=brick.lightPattern Red = 2, //% block=Orange enumval=3 //% blockIdentity=brick.lightPattern Orange = 3, //% block="Flashing Green" enumval=4 //% blockIdentity=brick.lightPattern GreenFlash = 4, //% block="Flashing Red" enumval=5 //% blockIdentity=brick.lightPattern RedFlash = 5, //% block="Flashing Orange" enumval=6 //% blockIdentity=brick.lightPattern OrangeFlash = 6, //% block="Pulsing Green" enumval=7 //% blockIdentity=brick.lightPattern GreenPulse = 7, //% block="Pulsing Red" enumval=8 //% blockIdentity=brick.lightPattern RedPulse = 8, //% block="Pulsing Orange" enumval=9 //% blockIdentity=brick.lightPattern OrangePulse = 9, } /** * User interaction on buttons */ const enum ButtonEvent { //% block="click" Click = 1, //% block="up" Up = 3, //% block="down" Down = 4, } namespace brick { /** * 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._wasPressed = true; this.downTime = control.millis() control.raiseEvent(this._id, ButtonEvent.Down) } else { control.raiseEvent(this._id, ButtonEvent.Up) const delta = control.millis() - this.downTime; if (delta < 500) control.raiseEvent(this._id, ButtonEvent.Click) } } /** * Check if button is currently pressed or not. * @param button the button to query the request */ //% help=input/button/is-pressed //% block="`icons.brickButtons` %button|is pressed" //% blockId=buttonIsPressed //% parts="brick" //% blockNamespace=brick //% weight=81 blockGap=8 //% group="Buttons" 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 //% block="`icons.brickButtons` %button|was pressed" //% blockId=buttonWasPressed //% parts="brick" //% blockNamespace=brick //% weight=80 blockGap=8 //% group="Buttons" wasPressed() { const r = this._wasPressed this._wasPressed = false return r } /** * Do something when a button or sensor is clicked, up or down. * @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 //% blockId=buttonEvent block="on `icons.brickButtons` %button|%event" //% parts="brick" //% blockNamespace=brick //% weight=99 blockGap=8 //% group="Buttons" onEvent(ev: ButtonEvent, body: () => void) { control.onEvent(this._id, ev, body) } /** * Waits until the event is raised * @param ev the event to wait for */ //% help=input/button/wait-until //% blockId=buttonWaitUntil block="wait until `icons.brickButtons` %button|%event" //% parts="brick" //% blockNamespace=brick //% weight=98 blockGap=8 //% group="Buttons" waitUntil(ev: ButtonEvent) { control.waitForEvent(this._id, ev); } } } namespace brick { let btnsMM: MMap let buttons: DevButton[] export namespace internal { export function getBtnsMM() { initBtns() return btnsMM; } } function readButtons() { let sl = btnsMM.slice(0, DAL.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", DAL.NUM_BUTTONS, 0) if (!btnsMM) control.fail("no buttons?") buttons = [] sensors.internal.unsafePollForChanges(50, readButtons, (prev, curr) => { if (curr & DAL.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 /** * Enter button on the EV3 Brick. */ //% whenUsed block="enter" weight=95 fixedInstance export const buttonEnter: Button = new DevButton(DAL.BUTTON_ID_ENTER) /** * Left button on the EV3 Brick. */ //% whenUsed block="left" weight=95 fixedInstance export const buttonLeft: Button = new DevButton(DAL.BUTTON_ID_LEFT) /** * Right button on the EV3 Brick. */ //% whenUsed block="right" weight=94 fixedInstance export const buttonRight: Button = new DevButton(DAL.BUTTON_ID_RIGHT) /** * Up button on the EV3 Brick. */ //% whenUsed block="up" weight=95 fixedInstance export const buttonUp: Button = new DevButton(DAL.BUTTON_ID_UP) /** * Down button on the EV3 Brick. */ //% whenUsed block="down" weight=95 fixedInstance export const buttonDown: Button = new DevButton(DAL.BUTTON_ID_DOWN) } namespace control { /** * Determine the version of system software currently running. */ export function deviceFirmwareVersion(): string { let buf = output.createBuffer(6) brick.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 brick { let currPattern: LightsPattern /** * Set lights. * @param pattern the lights pattern to use. */ //% blockId=setLights block="set `icons.brickButtons` to %pattern=led_pattern" //% weight=100 group="Light" export function setStatusLight(pattern: number): void { if (currPattern === pattern) return currPattern = pattern let cmd = output.createBuffer(2) cmd[0] = pattern + 48 brick.internal.getBtnsMM().write(cmd) } /** * Pattern block. * @param pattern the lights pattern to use. eg: LightsPattern.Green */ //% blockId=led_pattern block="%pattern" //% shim=TD_ID colorSecondary="#6e9a36" group="Light" //% blockHidden=true useEnumVal=1 pattern.fieldOptions.decompileLiterals=1 export function lightPattern(pattern: LightsPattern): number { return pattern; } }