Files
ESP32-BLE-Gamepad/examples/SingleButton/SingleButton.ino
dexterdy acee5ab5ea Seperated configuration from base class for convenience. Added support for special buttons (#97)
* added support for start and select button

* Added the things I forgot

* changed header

* edited the main file to add support for the different special buttons

* added the press and release functions

* added stuff to make it more complete. not done yet

* this should do it

* added back button

* made the indentation consistent

* small commit so i can continue on my other pc

* finished the header for the config class

* started working on converting existing code with new config class

* replaced all _include variable with calls to the config class

* fixed constructor

* removed setAutoReport function

* fixed a bunch of dumb mistakes

* fixed a bunch of dumb mistakes

* made the indentation consistent

* small commit so i can continue on my other pc

* finished the header for the config class

* started working on converting existing code with new config class

* replaced all _include variable with calls to the config class

* removed setAutoReport function

* fixed a bunch of dumb mistakes

* added report id to list of configurable options

* actually finished all the getters and setters from the config class

* finished the configuration class

* forgot controllertype config

* updated the examples

* added my own example

* added home test to example

* ran an autoformatter

* added a comment (examples)

* more readable copy-by-value

* fixed circular dependancy problem

* spelling mistake

Co-authored-by: Hagedoorn, J.P. (pieter) <j.p.hagedoorn@students.uu.nl>
2022-05-01 02:14:13 +10:00

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C++

/*
* A simple sketch that maps a single pin on the ESP32 to a single button on the controller
*/
#include <Arduino.h>
#include <BleGamepad.h> // https://github.com/lemmingDev/ESP32-BLE-Gamepad
#define BUTTONPIN 35 // Pin button is attached to
BleGamepad bleGamepad;
int previousButton1State = HIGH;
void setup()
{
pinMode(BUTTONPIN, INPUT_PULLUP);
bleGamepad.begin();
}
void loop()
{
if (bleGamepad.isConnected())
{
int currentButton1State = digitalRead(BUTTONPIN);
if (currentButton1State != previousButton1State)
{
if (currentButton1State == LOW)
{
bleGamepad.press(BUTTON_1);
}
else
{
bleGamepad.release(BUTTON_1);
}
}
previousButton1State = currentButton1State;
}
}