mirror of
https://github.com/lemmingDev/ESP32-BLE-Gamepad.git
synced 2026-03-15 04:26:57 +01:00
143 lines
5.0 KiB
C++
143 lines
5.0 KiB
C++
/*
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* This code programs a number of pins on an ESP32 as buttons and hats 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, physicalButtons, numOfHats and hatPins to suit your scenario
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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 4
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#define numOfHats 1 // Maximum 4 hat switches supported
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byte previousButtonStates[numOfButtons];
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byte currentButtonStates[numOfButtons];
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byte buttonPins[numOfButtons] = {18, 19, 25, 26};
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byte physicalButtons[numOfButtons] = {1, 2, 3, 4};
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byte previousHatStates[numOfHats * 4];
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byte currentHatStates[numOfHats * 4];
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byte hatPins[numOfHats * 4] = {0, 23, 18, 35}; // in order UP, LEFT, DOWN, RIGHT. 4 pins per hat switch (Eg. List 12 pins if there are 3 hat switches)
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void setup()
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{
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// Setup Buttons
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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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// Setup Hat Switches
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for (byte currentPinIndex = 0; currentPinIndex < numOfHats * 4; currentPinIndex++)
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{
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pinMode(hatPins[currentPinIndex], INPUT_PULLUP);
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previousHatStates[currentPinIndex] = HIGH;
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currentHatStates[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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bleGamepadConfig.setHatSwitchCount(numOfHats);
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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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// Deal with buttons
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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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// Update hat switch pin states
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for (byte currentHatPinsIndex = 0; currentHatPinsIndex < numOfHats * 4; currentHatPinsIndex++)
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{
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currentHatStates[currentHatPinsIndex] = digitalRead(hatPins[currentHatPinsIndex]);
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}
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// Update hats
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signed char hatValues[4] = {0, 0, 0, 0};
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for (byte currentHatIndex = 0; currentHatIndex < numOfHats; currentHatIndex++)
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{
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signed char hatValueToSend = 0;
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for (byte currentHatPin = 0; currentHatPin < 4; currentHatPin++)
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{
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// Check for direction
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if (currentHatStates[currentHatPin + currentHatIndex * 4] == LOW)
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{
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hatValueToSend = currentHatPin * 2 + 1;
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// Account for last diagonal
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if (currentHatPin == 0)
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{
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if (currentHatStates[currentHatIndex * 4 + 3] == LOW)
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{
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hatValueToSend = 8;
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break;
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}
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}
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// Account for first 3 diagonals
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if (currentHatPin < 3)
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{
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if (currentHatStates[currentHatPin + currentHatIndex * 4 + 1] == LOW)
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{
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hatValueToSend += 1;
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break;
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}
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}
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}
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}
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hatValues[currentHatIndex] = hatValueToSend;
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}
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// Set hat values
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bleGamepad.setHats(hatValues[0], hatValues[1], hatValues[2], hatValues[3]);
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// Update previous states to current states if required and send report
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if ((memcmp((const void *)currentButtonStates, (const void *)previousButtonStates, sizeof(currentButtonStates)) != 0) && (memcmp((const void *)currentHatStates, (const void *)previousHatStates, sizeof(currentHatStates)) != 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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for (byte currentIndex = 0; currentIndex < numOfHats * 4; currentIndex++)
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{
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previousHatStates[currentIndex] = currentHatStates[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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}
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