Files
ESP32-BLE-Gamepad/examples/MultipleButtonsAndHats/MultipleButtonsAndHats.ino
2025-01-29 22:15:06 +09:00

143 lines
5.0 KiB
C++

/*
* This code programs a number of pins on an ESP32 as buttons and hats on a BLE gamepad
*
* It uses arrays to cut down on code
*
* Before using, adjust the numOfButtons, buttonPins, physicalButtons, numOfHats and hatPins to suit your scenario
*
*/
#include <Arduino.h>
#include <BleGamepad.h> // https://github.com/lemmingDev/ESP32-BLE-Gamepad
BleGamepad bleGamepad;
#define numOfButtons 4
#define numOfHats 1 // Maximum 4 hat switches supported
byte previousButtonStates[numOfButtons];
byte currentButtonStates[numOfButtons];
byte buttonPins[numOfButtons] = {18, 19, 25, 26};
byte physicalButtons[numOfButtons] = {1, 2, 3, 4};
byte previousHatStates[numOfHats * 4];
byte currentHatStates[numOfHats * 4];
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)
void setup()
{
// Setup Buttons
for (byte currentPinIndex = 0; currentPinIndex < numOfButtons; currentPinIndex++)
{
pinMode(buttonPins[currentPinIndex], INPUT_PULLUP);
previousButtonStates[currentPinIndex] = HIGH;
currentButtonStates[currentPinIndex] = HIGH;
}
// Setup Hat Switches
for (byte currentPinIndex = 0; currentPinIndex < numOfHats * 4; currentPinIndex++)
{
pinMode(hatPins[currentPinIndex], INPUT_PULLUP);
previousHatStates[currentPinIndex] = HIGH;
currentHatStates[currentPinIndex] = HIGH;
}
BleGamepadConfiguration bleGamepadConfig;
bleGamepadConfig.setAutoReport(false);
bleGamepadConfig.setButtonCount(numOfButtons);
bleGamepadConfig.setHatSwitchCount(numOfHats);
bleGamepad.begin(&bleGamepadConfig);
// changing bleGamepadConfig after the begin function has no effect, unless you call the begin function again
}
void loop()
{
if (bleGamepad.isConnected())
{
// Deal with buttons
for (byte currentIndex = 0; currentIndex < numOfButtons; currentIndex++)
{
currentButtonStates[currentIndex] = digitalRead(buttonPins[currentIndex]);
if (currentButtonStates[currentIndex] != previousButtonStates[currentIndex])
{
if (currentButtonStates[currentIndex] == LOW)
{
bleGamepad.press(physicalButtons[currentIndex]);
}
else
{
bleGamepad.release(physicalButtons[currentIndex]);
}
}
}
// Update hat switch pin states
for (byte currentHatPinsIndex = 0; currentHatPinsIndex < numOfHats * 4; currentHatPinsIndex++)
{
currentHatStates[currentHatPinsIndex] = digitalRead(hatPins[currentHatPinsIndex]);
}
// Update hats
signed char hatValues[4] = {0, 0, 0, 0};
for (byte currentHatIndex = 0; currentHatIndex < numOfHats; currentHatIndex++)
{
signed char hatValueToSend = 0;
for (byte currentHatPin = 0; currentHatPin < 4; currentHatPin++)
{
// Check for direction
if (currentHatStates[currentHatPin + currentHatIndex * 4] == LOW)
{
hatValueToSend = currentHatPin * 2 + 1;
// Account for last diagonal
if (currentHatPin == 0)
{
if (currentHatStates[currentHatIndex * 4 + 3] == LOW)
{
hatValueToSend = 8;
break;
}
}
// Account for first 3 diagonals
if (currentHatPin < 3)
{
if (currentHatStates[currentHatPin + currentHatIndex * 4 + 1] == LOW)
{
hatValueToSend += 1;
break;
}
}
}
}
hatValues[currentHatIndex] = hatValueToSend;
}
// Set hat values
bleGamepad.setHats(hatValues[0], hatValues[1], hatValues[2], hatValues[3]);
// Update previous states to current states if required and send report
if ((memcmp((const void *)currentButtonStates, (const void *)previousButtonStates, sizeof(currentButtonStates)) != 0) && (memcmp((const void *)currentHatStates, (const void *)previousHatStates, sizeof(currentHatStates)) != 0))
{
for (byte currentIndex = 0; currentIndex < numOfButtons; currentIndex++)
{
previousButtonStates[currentIndex] = currentButtonStates[currentIndex];
}
for (byte currentIndex = 0; currentIndex < numOfHats * 4; currentIndex++)
{
previousHatStates[currentIndex] = currentHatStates[currentIndex];
}
bleGamepad.sendReport();
}
delay(20);
}
}