|
| 1 | +// JOY: Adafruit PyGamer or PyBadge as a friendly USB HID game controller. |
| 2 | +// Requires Arcada and Audio libraries. |
| 3 | + |
| 4 | +#include <Adafruit_Arcada.h> |
| 5 | +#include <Audio.h> |
| 6 | +#include <Keyboard.h> |
| 7 | +#include "graphics.h" // Face bitmaps are here |
| 8 | +#include "sound.h" // "Pew" sound is here |
| 9 | + |
| 10 | +// Keys corresponding to the various controller buttons. |
| 11 | +// If special keycodes are required (shift, arrows, etc.), docs are here: |
| 12 | +// https://www.arduino.cc/en/Reference/KeyboardModifiers |
| 13 | +#define KEY_A 'z' |
| 14 | +#define KEY_B 'x' |
| 15 | +#define KEY_START '1' |
| 16 | +#define KEY_SELECT '5' |
| 17 | +#define KEY_UP KEY_UP_ARROW |
| 18 | +#define KEY_DOWN KEY_DOWN_ARROW |
| 19 | +#define KEY_LEFT KEY_LEFT_ARROW |
| 20 | +#define KEY_RIGHT KEY_RIGHT_ARROW |
| 21 | + |
| 22 | +// MASK_BUTTONS is used to isolate button inputs from direction inputs |
| 23 | +// on PyGamer. MASK_PEW is to isolate just the A & B buttons as triggers |
| 24 | +// for the occasional random "pew!" noises. |
| 25 | +#define MASK_BUTTONS (ARCADA_BUTTONMASK_A | ARCADA_BUTTONMASK_B | ARCADA_BUTTONMASK_START | ARCADA_BUTTONMASK_SELECT) |
| 26 | +#define MASK_PEW (ARCADA_BUTTONMASK_A | ARCADA_BUTTONMASK_B) |
| 27 | +#define UPPER_LID_SIZE (EYES_HEIGHT * 3 / 4) |
| 28 | +#define LOWER_LID_SIZE (EYES_HEIGHT - UPPER_LID_SIZE) |
| 29 | + |
| 30 | +Adafruit_Arcada arcada; |
| 31 | +int8_t xState, yState; // Joystick state |
| 32 | +float eyeAngle = 0.0; |
| 33 | +bool blinking = false; |
| 34 | +uint32_t blinkStartTime, blinkDuration; |
| 35 | +uint8_t mouthState = 0, priorMouthState = 0, mouthCounter = 0; |
| 36 | +uint32_t stickmask = 0; |
| 37 | + |
| 38 | +AudioPlayMemory sound; |
| 39 | +AudioOutputAnalogStereo audioOut; |
| 40 | +AudioConnection c0(sound, 0, audioOut, 0); |
| 41 | + |
| 42 | +void setup() { |
| 43 | + Serial.begin(9600); |
| 44 | + //while(!Serial); // Wait for Serial Console before continuing |
| 45 | + |
| 46 | + if(!arcada.begin()) { |
| 47 | + Serial.println(F("Arcada failed to init")); |
| 48 | + for(;;); |
| 49 | + } |
| 50 | + arcada.displayBegin(); |
| 51 | + arcada.setBacklight(255); |
| 52 | + arcada.fillScreen(ARCADA_BLACK); |
| 53 | + Keyboard.begin(); |
| 54 | + AudioMemory(10); |
| 55 | + |
| 56 | + // At start, draw the entire blank/neutral face centered on screen |
| 57 | + arcada.drawRGBBitmap( |
| 58 | + (arcada.width() - FACE_WIDTH ) / 2, |
| 59 | + (arcada.height() - FACE_HEIGHT) / 2, |
| 60 | + (uint16_t *)face, FACE_WIDTH, FACE_HEIGHT); |
| 61 | + |
| 62 | + // Create an offscreen framebuffer that's just the bounding |
| 63 | + // rectangle of the animayed face parts (eyes, mouth). |
| 64 | + arcada.createFrameBuffer(EYES_WIDTH, 94); |
| 65 | + GFXcanvas16 *canvas = arcada.getCanvas(); |
| 66 | + uint16_t *buffer = canvas->getBuffer(); |
| 67 | + // Fill canvas white, then draw mouth in "idle" position. |
| 68 | + memset(buffer, 0xFF, canvas->width() * canvas->height() * 2); |
| 69 | + // Most of the animation is done using memcpy() and bitmaps that are |
| 70 | + // carefully planned to be the same width as the canvas...so we can |
| 71 | + // just move entire scanlines this way, simplifies the code. |
| 72 | + memcpy(&buffer[canvas->width() * (canvas->height() - MOUTH_HEIGHT)], |
| 73 | + mouth_idle, MOUTH_WIDTH * MOUTH_HEIGHT * 2); |
| 74 | + |
| 75 | + // Initialize button state |
| 76 | + arcada.readButtons(); |
| 77 | + uint32_t b = arcada.justPressedButtons(); |
| 78 | + if(b & ARCADA_BUTTONMASK_A) Keyboard.press(KEY_A); |
| 79 | + if(b & ARCADA_BUTTONMASK_B) Keyboard.press(KEY_B); |
| 80 | + if(b & ARCADA_BUTTONMASK_START) Keyboard.press(KEY_START); |
| 81 | + if(b & ARCADA_BUTTONMASK_SELECT) Keyboard.press(KEY_SELECT); |
| 82 | + |
| 83 | +#if defined(ARCADA_JOYSTICK_X) && defined(ARCADA_JOYSTICK_Y) |
| 84 | + // Initialize joystick state. Although the Arcada lib has stuff for |
| 85 | + // for analog-stick-to-button-press conversion, this code had some nice |
| 86 | + // hysteresis built in, so I'm leaving it here for now, though bulkier. |
| 87 | + int pos = arcada.readJoystickX() + 512; |
| 88 | + if(pos > (1023 * 4 / 5)) { |
| 89 | + Keyboard.press(KEY_RIGHT); |
| 90 | + xState = 1; |
| 91 | + } else if(pos < (1023 / 5)) { |
| 92 | + Keyboard.press(KEY_LEFT); |
| 93 | + xState = -1; |
| 94 | + } else { |
| 95 | + xState = 0; |
| 96 | + } |
| 97 | + pos = arcada.readJoystickY() + 512; |
| 98 | + if(pos > (1023 * 4 / 5)) { |
| 99 | + Keyboard.press(KEY_DOWN); |
| 100 | + yState = 1; |
| 101 | + } else if(pos < (1023 / 5)) { |
| 102 | + Keyboard.press(KEY_UP); |
| 103 | + yState = -1; |
| 104 | + } else { |
| 105 | + yState = 0; |
| 106 | + } |
| 107 | +#else |
| 108 | + if(b & ARCADA_BUTTONMASK_RIGHT) Keyboard.press(KEY_RIGHT); |
| 109 | + if(b & ARCADA_BUTTONMASK_LEFT) Keyboard.press(KEY_LEFT); |
| 110 | + if(b & ARCADA_BUTTONMASK_DOWN) Keyboard.press(KEY_DOWN); |
| 111 | + if(b & ARCADA_BUTTONMASK_UP) Keyboard.press(KEY_UP); |
| 112 | + stickmask = b & ~MASK_BUTTONS; |
| 113 | +#endif |
| 114 | +} |
| 115 | + |
| 116 | +void loop() { |
| 117 | + int dx, dy, upperLidRows=0, lowerLidRows=0, openRows=EYES_HEIGHT; |
| 118 | + float a; |
| 119 | + uint32_t b; |
| 120 | + GFXcanvas16 *canvas = arcada.getCanvas(); |
| 121 | + uint16_t *buffer = canvas->getBuffer(); |
| 122 | + |
| 123 | + arcada.readButtons(); |
| 124 | + b = arcada.justPressedButtons(); |
| 125 | + if(b & ARCADA_BUTTONMASK_A) Keyboard.press(KEY_A); |
| 126 | + if(b & ARCADA_BUTTONMASK_B) Keyboard.press(KEY_B); |
| 127 | + if(b & ARCADA_BUTTONMASK_START) Keyboard.press(KEY_START); |
| 128 | + if(b & ARCADA_BUTTONMASK_SELECT) Keyboard.press(KEY_SELECT); |
| 129 | + // If one of the pewing buttons was pressed, and mouth is not currently |
| 130 | + // in the "py" position (so, either idle or "oo"ing), there's a random |
| 131 | + // chance (1/8) of triggering a new "pew!" sound & animation... |
| 132 | + if((b & MASK_PEW) && (mouthState != 1) && !random(8)) { |
| 133 | + mouthState = 1; // Set flag, actual pew starts in the mouth code later |
| 134 | + } |
| 135 | + b = arcada.justReleasedButtons(); |
| 136 | + if(b & ARCADA_BUTTONMASK_A) Keyboard.release(KEY_A); |
| 137 | + if(b & ARCADA_BUTTONMASK_B) Keyboard.release(KEY_B); |
| 138 | + if(b & ARCADA_BUTTONMASK_START) Keyboard.release(KEY_START); |
| 139 | + if(b & ARCADA_BUTTONMASK_SELECT) Keyboard.release(KEY_SELECT); |
| 140 | + |
| 141 | +#if defined(ARCADA_JOYSTICK_X) && defined(ARCADA_JOYSTICK_Y) |
| 142 | + |
| 143 | + // Analog joystick input with fancy hysteresis |
| 144 | + |
| 145 | + dx = arcada.readJoystickX(), // Joystick position relative to center |
| 146 | + dy = arcada.readJoystickY(); // (+/- 512) |
| 147 | + |
| 148 | + // Handle joystick X axis |
| 149 | + int pos = dx + 512; |
| 150 | + if(xState == 1) { // Stick to right last we checked? |
| 151 | + if(pos < (1023 * 3 / 5)) { // Moved left beyond hysteresis threshold? |
| 152 | + Keyboard.release(KEY_RIGHT); // Release right arrow key |
| 153 | + xState = 0; // and set state to neutral center zone |
| 154 | + } |
| 155 | + } else if(xState == -1) { // Stick to left last we checked? |
| 156 | + if(pos > (1023 * 2 / 5)) { // Moved right beyond hysteresis threshold? |
| 157 | + Keyboard.release(KEY_LEFT); // Release left arrow key |
| 158 | + xState = 0; // and set state to neutral center zone |
| 159 | + } |
| 160 | + } |
| 161 | + // This is intentionally NOT an 'else' -- state CAN change twice here! |
| 162 | + // First change releases left/right keys, second change presses new left/right |
| 163 | + if(!xState) { // Stick X previously in neutral center zone? |
| 164 | + if(pos > (1023 * 4 / 5)) { // Moved right? |
| 165 | + Keyboard.press(KEY_RIGHT); // Press right arrow key |
| 166 | + xState = 1; // and set state to right |
| 167 | + } else if(pos < (1023 / 5)) { // Else moved left? |
| 168 | + Keyboard.press(KEY_LEFT); // Press left arrow key |
| 169 | + xState = -1; // and set state to left |
| 170 | + } |
| 171 | + } |
| 172 | + |
| 173 | + // Handle joystick Y axis |
| 174 | + pos = dy + 512; |
| 175 | + if(yState == 1) { // Stick down last we checked? |
| 176 | + if(pos < (1023 * 3 / 5)) { // Moved up beyond hysteresis threshold? |
| 177 | + Keyboard.release(KEY_DOWN); // Release down key |
| 178 | + yState = 0; // and set state to neutral center zone |
| 179 | + } |
| 180 | + } else if(yState == -1) { // Stick up last we checked? |
| 181 | + if(pos > (1023 * 2 / 5)) { // Moved down beyond hysteresis threshold? |
| 182 | + Keyboard.release(KEY_UP); // Release up key |
| 183 | + yState = 0; // and set state to neutral center zone |
| 184 | + } |
| 185 | + } |
| 186 | + // See note above re: not an else |
| 187 | + if(!yState) { // Stick Y previously in neutral center zone? |
| 188 | + if(pos > (1023 * 4 / 5)) { // Moved down? |
| 189 | + Keyboard.press(KEY_DOWN); // Press down key |
| 190 | + yState = 1; // and set state to down |
| 191 | + } else if(pos < (1023 / 5)) { // Else moved up? |
| 192 | + Keyboard.press(KEY_UP); // Press up key |
| 193 | + yState = -1; // and set state to up |
| 194 | + } |
| 195 | + } |
| 196 | + |
| 197 | + // If there's no stick input, have Joy look up, as if watching game. |
| 198 | + if((abs(dx) < 30) && (abs(dy) < 30)) { |
| 199 | + dx = 0; |
| 200 | + dy = -1; |
| 201 | + } |
| 202 | + |
| 203 | +#else |
| 204 | + |
| 205 | + // PyBadge directional button input |
| 206 | + |
| 207 | + b = arcada.justPressedButtons() & ~MASK_BUTTONS; |
| 208 | + stickmask |= b; |
| 209 | + if(b & ARCADA_BUTTONMASK_RIGHT) Keyboard.press(KEY_RIGHT); |
| 210 | + if(b & ARCADA_BUTTONMASK_LEFT) Keyboard.press(KEY_LEFT); |
| 211 | + if(b & ARCADA_BUTTONMASK_DOWN) Keyboard.press(KEY_DOWN); |
| 212 | + if(b & ARCADA_BUTTONMASK_UP) Keyboard.press(KEY_UP); |
| 213 | + b = arcada.justReleasedButtons() & ~MASK_BUTTONS; |
| 214 | + if(b & ARCADA_BUTTONMASK_RIGHT) Keyboard.release(KEY_RIGHT); |
| 215 | + if(b & ARCADA_BUTTONMASK_LEFT) Keyboard.release(KEY_LEFT); |
| 216 | + if(b & ARCADA_BUTTONMASK_DOWN) Keyboard.release(KEY_DOWN); |
| 217 | + if(b & ARCADA_BUTTONMASK_UP) Keyboard.release(KEY_UP); |
| 218 | + stickmask &= ~b; |
| 219 | + // If there's no stick input, have Joy look up, as if watching game. |
| 220 | + int dir = stickmask ? stickmask : ARCADA_BUTTONMASK_UP; |
| 221 | + switch(dir) { |
| 222 | + case ARCADA_BUTTONMASK_RIGHT: |
| 223 | + dx = 1; dy = 0; break; |
| 224 | + case ARCADA_BUTTONMASK_RIGHT | ARCADA_BUTTONMASK_UP: |
| 225 | + dx = 1; dy = -1; break; |
| 226 | + case ARCADA_BUTTONMASK_UP: |
| 227 | + dx = 0; dy = -1; break; |
| 228 | + case ARCADA_BUTTONMASK_LEFT | ARCADA_BUTTONMASK_UP: |
| 229 | + dx = -1; dy = -1; break; |
| 230 | + case ARCADA_BUTTONMASK_LEFT: |
| 231 | + dx = -1; dy = 0; break; |
| 232 | + case ARCADA_BUTTONMASK_LEFT | ARCADA_BUTTONMASK_DOWN: |
| 233 | + dx = -1; dy = 1; break; |
| 234 | + case ARCADA_BUTTONMASK_DOWN: |
| 235 | + dx = 0; dy = 1; break; |
| 236 | + case ARCADA_BUTTONMASK_RIGHT | ARCADA_BUTTONMASK_DOWN: |
| 237 | + dx = 1; dy = 1; break; |
| 238 | + } |
| 239 | +#endif |
| 240 | + |
| 241 | + // Joy's eyes don't directly follow the joystick. They're always |
| 242 | + // looking in some direction, pupils are kept around the perimeter |
| 243 | + // of the eyes. |
| 244 | + |
| 245 | + a = atan2(dy, dx); // Joystick angle (+/- M_PI) |
| 246 | + // Deal with 'seam crossing' at +/- 180 degrees: |
| 247 | + if(fabs(a - eyeAngle) > M_PI) { |
| 248 | + if(eyeAngle >= 0.0) eyeAngle -= M_PI * 2.0; |
| 249 | + else eyeAngle += M_PI * 2.0; |
| 250 | + } |
| 251 | + eyeAngle = (eyeAngle * 0.9) + (a * 0.1); // Low-pass filter old/new angle |
| 252 | + |
| 253 | + // Determine position of pupils; center +/- 12 pixels |
| 254 | + dx = (int)(cos(eyeAngle) * 11.0 + 13.5), |
| 255 | + dy = (int)(sin(eyeAngle) * 11.0 + 13.5); |
| 256 | + // When eyes are blinking, overwrite sections of offscreen canvas |
| 257 | + // with the 'closed' eye image. They converge at the 3/4 mark |
| 258 | + // (i.e. upper lid is 3/4 of height, lower lid is 1/4). |
| 259 | + if(blinking) { // Currently blinking? |
| 260 | + uint32_t t = micros() - blinkStartTime; // Since how long? |
| 261 | + if(t > blinkDuration) { // Past end of blink time? |
| 262 | + blinking = false; // Turn off blink flag |
| 263 | + } else { // Else in mid-blink... |
| 264 | + int amount = 900 * t / blinkDuration; // Relative time, 0-900 |
| 265 | + // First third of blink is fast closing, last 2/3 is slower opening |
| 266 | + if(amount > 300) amount = 300 - ((amount - 300) / 2); // 0-300 blinkyness |
| 267 | + if(amount > 256) amount = 256; // Clip to 256 |
| 268 | + upperLidRows = UPPER_LID_SIZE * amount / 256; // How much upper lid, in pixels? |
| 269 | + lowerLidRows = LOWER_LID_SIZE * amount / 256; // How much lower lid, in pixels? |
| 270 | + openRows = EYES_HEIGHT - upperLidRows - lowerLidRows; |
| 271 | + } |
| 272 | + } else { // Not blinking |
| 273 | + if(!random(250)) { // Each time here, 1/250 chance of new blink |
| 274 | + blinking = true; |
| 275 | + blinkDuration = random(150000, 250000); |
| 276 | + blinkStartTime = micros(); |
| 277 | + } |
| 278 | + } |
| 279 | + |
| 280 | + // Wait for prior DMA transfer to complete; don't modify canvas |
| 281 | + // while a screen update is currently in progress. (This is assuming |
| 282 | + // SPI DMA is enabled in Adafruit_SPITFT.h. If it is not, that's OK, |
| 283 | + // this function call simply compiles to nothing in that case.) |
| 284 | + arcada.dmaWait(); |
| 285 | + |
| 286 | + if(openRows) { |
| 287 | + // Draw the open section of the eyes, then draw the pupils on top |
| 288 | + // of this. The pupil-drawing may partly obliterate the eyelid areas, |
| 289 | + // so those are drawn last. |
| 290 | + memcpy(&buffer[EYES_WIDTH * upperLidRows], |
| 291 | + &eyes_open[upperLidRows], EYES_WIDTH * openRows * 2); |
| 292 | + canvas->drawRGBBitmap(dx, dy, (uint16_t *)pupil, // Left |
| 293 | + (uint8_t *)pupil_mask, PUPIL_WIDTH, PUPIL_HEIGHT); |
| 294 | + canvas->drawRGBBitmap(64 + dx, dy, (uint16_t *)pupil, // Right |
| 295 | + (uint8_t *)pupil_mask, PUPIL_WIDTH, PUPIL_HEIGHT); |
| 296 | + if(upperLidRows) { |
| 297 | + memcpy(buffer, eyes_closed, EYES_WIDTH * upperLidRows * 2); |
| 298 | + } |
| 299 | + if(lowerLidRows) { |
| 300 | + memcpy(&buffer[EYES_WIDTH * (EYES_HEIGHT - lowerLidRows)], |
| 301 | + &eyes_closed[EYES_HEIGHT - lowerLidRows], |
| 302 | + EYES_WIDTH * lowerLidRows * 2); |
| 303 | + } |
| 304 | + } else { |
| 305 | + // Eyes are closed, super simple... |
| 306 | + memcpy(buffer, eyes_closed, EYES_WIDTH * EYES_HEIGHT * 2); |
| 307 | + } |
| 308 | + |
| 309 | + // Mouth is re-drawn in canvas only when it changes. |
| 310 | + if(mouthState != priorMouthState) { |
| 311 | + priorMouthState = mouthState; |
| 312 | + uint16_t *ptr; |
| 313 | + if(mouthState == 0) { // Idle |
| 314 | + ptr = (uint16_t *)mouth_idle; |
| 315 | + } else if(mouthState == 1) { // "Pew!" just started ("py") |
| 316 | + ptr = (uint16_t *)mouth_py; |
| 317 | + // New 'pew' sound/animation started... |
| 318 | + mouthCounter = 0; // For counting frames |
| 319 | + digitalWrite(ARCADA_SPEAKER_ENABLE, HIGH); // Speaker on |
| 320 | + sound.play(pew); // Start the sound |
| 321 | + } else { // "Pew!" underway ("oo") |
| 322 | + ptr = (uint16_t *)mouth_oo; |
| 323 | + } |
| 324 | + // Copy one of the above three images (from ptr) to bottom of canvas. |
| 325 | + memcpy(&buffer[canvas->width() * (canvas->height() - MOUTH_HEIGHT)], |
| 326 | + ptr, MOUTH_WIDTH * MOUTH_HEIGHT * 2); |
| 327 | + } else if(mouthState) { // Same position as before, but "pew!" playing |
| 328 | + if(mouthState == 1) { // "py" |
| 329 | + if(++mouthCounter > 12) mouthState++; // Hold mouth pursed for 12 frames |
| 330 | + } else { // "oo" |
| 331 | + if(!sound.isPlaying()) { // If end of "pew!" sound reached... |
| 332 | + mouthState = 0; // Set mouth back to idle |
| 333 | + digitalWrite(ARCADA_SPEAKER_ENABLE, LOW); // Speaker off |
| 334 | + } |
| 335 | + } |
| 336 | + } |
| 337 | + |
| 338 | + // Redraw just the animated area of face. A big-endian DMA transfer |
| 339 | + // is used...this is fastest as it can continue in the background |
| 340 | + // (while we process input on the next frame). |
| 341 | + arcada.blitFrameBuffer( |
| 342 | + (arcada.width() - FACE_WIDTH ) / 2 + 13, |
| 343 | + (arcada.height() - FACE_HEIGHT) / 2 + 25, |
| 344 | + false, true); // Non-blocking, big-endian |
| 345 | +} |
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