#include "pxt.h" #include "ev3.h" #include /** * User interaction on buttons */ enum class ButtonEvent { //% block="click" Click = 1, //% block="long click" LongClick = 2, //% block="up" Up = 3, //% block="down" Down = 4, }; /** * Patterns for lights under the buttons. */ enum class LightsPattern { Off = LED_BLACK, Green = LED_GREEN, Red = LED_RED, Orange = LED_ORANGE, GreenFlash = LED_GREEN_FLASH, RedFlash = LED_RED_FLASH, OrangeFlash = LED_ORANGE_FLASH, GreenPulse = LED_GREEN_PULSE, RedPulse = LED_RED_PULSE, OrangePulse = LED_ORANGE_PULSE, }; namespace pxt { void *buttonPoll(void *); class Button { public: void *ptr; int id; bool wasPressed; bool isPressed; int timePressed; Button(int ev3id) { ptr = 0; // make sure we're not treated as ref-counted object id = ev3id; wasPressed = false; isPressed = false; timePressed = 0; } void raise(ButtonEvent ev) { raiseEvent(ID_BUTTON_BASE + id, (int)ev); } void setPressed(bool pr) { if (pr == isPressed) return; isPressed = pr; if (isPressed) { wasPressed = true; timePressed = current_time_ms(); raise(ButtonEvent::Down); } else { raise(ButtonEvent::Up); auto isLong = current_time_ms() - timePressed > 500; raise(isLong ? ButtonEvent::LongClick : ButtonEvent::Click); } } }; class WButtons { public: Button buttons[0]; //% indexedInstanceNS=input indexedInstanceShim=pxt::getButton /** * Left button. */ //% block="button left" weight=95 Button buttonLeft; /** * Right button. */ //% block="button right" weight=94 Button buttonRight; /** * Up button. */ //% block="button up" weight=95 Button buttonUp; /** * Down button. */ //% block="button down" weight=95 Button buttonDown; /** * Enter button. */ //% block="button enter" weight=95 Button buttonEnter; WButtons() : buttonLeft(BUTTON_ID_LEFT), buttonRight(BUTTON_ID_RIGHT), buttonUp(BUTTON_ID_UP), buttonDown(BUTTON_ID_DOWN), buttonEnter(BUTTON_ID_ENTER) { pthread_t pid; pthread_create(&pid, NULL, buttonPoll, this); pthread_detach(pid); } }; SINGLETON(WButtons); const int LastButtonID = (Button *)&((WButtons *)0)->buttonEnter - ((WButtons *)0)->buttons; extern "C" uint16_t readButtons(); void *buttonPoll(void *arg) { auto wb = (WButtons *)arg; auto prevState = 0; while (true) { sleep_core_us(50000); auto state = readButtons(); if (state == prevState) continue; if ((prevState & BUTTON_ID_ESCAPE) && !(state & BUTTON_ID_ESCAPE)) target_reset(); prevState = state; for (int i = 0; i <= LastButtonID; ++i) { auto btn = &wb->buttons[i]; btn->setPressed(!!(state & btn->id)); } } } //% Button *getButton(int id) { if (!(0 <= id && id <= LastButtonID)) target_panic(42); return &getWButtons()->buttons[id]; } void target_init() { InitEV3(); getWButtons(); // always on - handles ESCAPE key DMESG("runtime started [%s]", HardwareVersionString()); } } namespace control { /** * Determine the version of system software currently running. */ //% String deviceFirmwareVersion() { return mkString(HardwareVersionString()); } } // TODO rename this? move it somewhere? namespace output { /** * Set lights. */ //% blockId=setLights block="set lights %pattern" void setLights(LightsPattern pattern) { SetLedPattern((uint8_t)pattern); } } //% fixedInstances namespace ButtonMethods { /** * Do something when a button (`A`, `B` or both `A` + `B`) 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 void onEvent(Button_ button, ButtonEvent ev, Action body) { registerWithDal(button->id + ID_BUTTON_BASE, (int)ev, body); } /** * Check if a button is 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 bool isPressed(Button_ button) { return button->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 bool wasPressed(Button_ button) { auto res = button->wasPressed; button->wasPressed = false; return res; } }