mirror of
https://github.com/lemmingDev/ESP32-BLE-Gamepad.git
synced 2026-03-03 14:54:09 +01:00
72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
/*
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* This code programs a number of pins on an ESP32 as buttons on a BLE gamepad
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*
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* It uses arrays to cut down on code
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*
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* Before using, adjust the numOfButtons, buttonPins and physicalButtons to suit your senario
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*
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*/
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#include <Arduino.h>
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#include <BleGamepad.h> // https://github.com/lemmingDev/ESP32-BLE-Gamepad
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BleGamepad bleGamepad;
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#define numOfButtons 10
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byte previousButtonStates[numOfButtons];
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byte currentButtonStates[numOfButtons];
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byte buttonPins[numOfButtons] = {0, 35, 17, 18, 19, 23, 25, 26, 27, 32};
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byte physicalButtons[numOfButtons] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
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void setup()
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{
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for (byte currentPinIndex = 0; currentPinIndex < numOfButtons; currentPinIndex++)
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{
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pinMode(buttonPins[currentPinIndex], INPUT_PULLUP);
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previousButtonStates[currentPinIndex] = HIGH;
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currentButtonStates[currentPinIndex] = HIGH;
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}
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BleGamepadConfiguration bleGamepadConfig;
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bleGamepadConfig.setAutoReport(false);
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bleGamepadConfig.setButtonCount(numOfButtons);
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bleGamepad.begin(&bleGamepadConfig);
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// changing bleGamepadConfig after the begin function has no effect, unless you call the begin function again
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}
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void loop()
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{
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if (bleGamepad.isConnected())
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{
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for (byte currentIndex = 0; currentIndex < numOfButtons; currentIndex++)
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{
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currentButtonStates[currentIndex] = digitalRead(buttonPins[currentIndex]);
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if (currentButtonStates[currentIndex] != previousButtonStates[currentIndex])
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{
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if (currentButtonStates[currentIndex] == LOW)
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{
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bleGamepad.press(physicalButtons[currentIndex]);
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}
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else
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{
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bleGamepad.release(physicalButtons[currentIndex]);
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}
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}
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}
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if (memcmp((const void *)currentButtonStates, (const void *)previousButtonStates, sizeof(currentButtonStates)) != 0)
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{
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for (byte currentIndex = 0; currentIndex < numOfButtons; currentIndex++)
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{
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previousButtonStates[currentIndex] = currentButtonStates[currentIndex];
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}
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bleGamepad.sendReport();
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}
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delay(20);
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}
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} |