pxt-ev3/libs/core/buttons.ts

266 lines
7.4 KiB
TypeScript

/**
* Patterns for lights under the buttons.
*/
const enum StatusLight {
//% block=off enumval=0
Off = 0,
//% block=green enumval=1
Green = 1,
//% block=red enumval=2
Red = 2,
//% block=orange enumval=3
Orange = 3,
//% block="green flash" enumval=4
GreenFlash = 4,
//% block="red flash" enumval=5
RedFlash = 5,
//% block="orange flash" enumval=6
OrangeFlash = 6,
//% block="green pulse" enumval=7
GreenPulse = 7,
//% block="red pulse" enumval=8
RedPulse = 8,
//% block="orange pulse" enumval=9
OrangePulse = 9,
}
/**
* User interaction on buttons
*/
const enum ButtonEvent {
//% block="pressed"
Pressed = 4,
//% block="bumped"
Bumped = 1,
//% block="released"
Released = 3,
}
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 == null) return
if (this._isPressed == curr) return
this._isPressed = curr
if (curr) {
this._wasPressed = true;
this.downTime = control.millis()
control.raiseEvent(this._id, ButtonEvent.Pressed)
} else {
control.raiseEvent(this._id, ButtonEvent.Released)
const delta = control.millis() - this.downTime;
if (delta < 500)
control.raiseEvent(this._id, ButtonEvent.Bumped)
}
}
/**
* Check if button is currently pressed or not.
* @param button the button to query the request
*/
//% help=brick/button/is-pressed
//% block="%button|is pressed"
//% blockId=buttonIsPressed
//% parts="brick"
//% blockNamespace=brick
//% weight=81 blockGap=8
//% group="Buttons"
//% button.fieldEditor="brickbuttons"
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=brick/button/was-pressed
//% block="%button|was pressed"
//% blockId=buttonWasPressed
//% blockHidden=true
//% parts="brick"
//% blockNamespace=brick
//% weight=80
//% group="Buttons"
//% button.fieldEditor="brickbuttons"
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=brick/button/on-event
//% blockId=buttonEvent block="on %button|%event"
//% parts="brick"
//% blockNamespace=brick
//% weight=99 blockGap=16
//% group="Buttons"
//% button.fieldEditor="brickbuttons"
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=brick/button/pause-until
//% blockId=buttonWaitUntil block="pause until %button|%event"
//% parts="brick"
//% blockNamespace=brick
//% weight=98 blockGap=8
//% group="Buttons"
//% button.fieldEditor="brickbuttons"
pauseUntil(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
}
// this needs to be done in query(), which is run without the main JS execution mutex
// otherwise, while(true){} will lock the device
if (ret & DAL.BUTTON_ID_ESCAPE) {
motors.stopAll(); // ensuring that all motors are off
control.reset()
}
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) => {
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="button enter" weight=95 fixedInstance
export const buttonEnter: Button = new DevButton(DAL.BUTTON_ID_ENTER)
/**
* Left button on the EV3 Brick.
*/
//% whenUsed block="button left" weight=95 fixedInstance
export const buttonLeft: Button = new DevButton(DAL.BUTTON_ID_LEFT)
/**
* Right button on the EV3 Brick.
*/
//% whenUsed block="button right" weight=94 fixedInstance
export const buttonRight: Button = new DevButton(DAL.BUTTON_ID_RIGHT)
/**
* Up button on the EV3 Brick.
*/
//% whenUsed block="button up" weight=95 fixedInstance
export const buttonUp: Button = new DevButton(DAL.BUTTON_ID_UP)
/**
* Down button on the EV3 Brick.
*/
//% whenUsed block="button 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 {
// the brick starts with the red color
let currPattern: StatusLight = StatusLight.Off;
/**
* Set lights.
* @param pattern the lights pattern to use. eg: StatusLight.Orange
*/
//% blockId=setLights block="set status light to %pattern"
//% weight=100 group="Buttons"
//% help=brick/set-status-light
export function setStatusLight(pattern: StatusLight): void {
if (currPattern === pattern)
return
currPattern = pattern;
const cmd = output.createBuffer(2)
cmd[0] = pattern + 48
brick.internal.getBtnsMM().write(cmd)
}
}