#include "UnoJoy.h"
void setup(){
setupPins();
setupUnoJoy();
}
void loop(){
// Always be getting fresh data
dataForController_t controllerData = getControllerData();
setControllerData(controllerData);
}
void setupPins(void){
// Set all the digital pins as inputs
// with the pull-up enabled, except for the
// two serial line pins
for (int i = 2; i <= 12; i++){
pinMode(i, INPUT);
digitalWrite(i, HIGH);
}
pinMode(A4, INPUT);
digitalWrite(A4, HIGH);
pinMode(A5, INPUT);
digitalWrite(A5, HIGH);
}
dataForController_t getControllerData(void){
// Set up a place for our controller data
// Use the getBlankDataForController() function, since
// just declaring a fresh dataForController_t tends
// to get you one filled with junk from other, random
// values that were in those memory locations before
dataForController_t controllerData = getBlankDataForController();
// Since our buttons are all held high and
// pulled low when pressed, we use the "!"
// operator to invert the readings from the pins
controllerData.triangleOn = !digitalRead(2);
controllerData.circleOn = !digitalRead(3);
controllerData.squareOn = !digitalRead(4);
controllerData.crossOn = !digitalRead(5);
controllerData.dpadUpOn = !digitalRead(6);
controllerData.dpadDownOn = !digitalRead(7);
controllerData.dpadLeftOn = !digitalRead(8);
controllerData.dpadRightOn = !digitalRead(9);
controllerData.l1On = !digitalRead(10);
controllerData.r1On = !digitalRead(11);
controllerData.selectOn = !digitalRead(12);
controllerData.startOn = !digitalRead(A4);
controllerData.homeOn = !digitalRead(A5);
// Set the analog sticks
// Since analogRead(pin) returns a 10 bit value,
// we need to perform a bit shift operation to
// lose the 2 least significant bits and get an
// 8 bit number that we can use
controllerData.leftStickX = analogRead(A0) >> 2;
controllerData.leftStickY = analogRead(A1) >> 2;
controllerData.rightStickX = analogRead(A2) >> 2;
controllerData.rightStickY = analogRead(A3) >> 2;
// And return the data!
return controllerData;
}
/* UnoJoy.h
* Alan Chatham - 2012
* RMIT Exertion Games Lab
*
* This library gives you a standard way to create Arduino code that talks
* to the UnoJoy firmware in order to make native USB game controllers.
* Functions:
* setupUnoJoy()
* getBlankDataForController()
* setControllerData(dataForController_t dataToSet)
*
* NOTE: You cannot use pins 0 or 1 if you use this code - they are used by the serial communication.
* Also, the setupUnoJoy() function starts the serial port at 38400, so if you're using
* the serial port to debug and it's not working, this may be your problem.
*
* === How to use this library ===
* If you want, you can move this file into your Arduino/Libraries folder, then use it like a normal library.
* However, since you'll need to refer to the details of the dataForController_t struct in this file, I would suggest you use
* it by adding it to your Arduino sketch manually (in Arduino, go to Sketch->Add file...)
*
* To use this library to make a controller, you'll need to do 3 things:
* Call setupUnoJoy(); in the setup() block
* Create and populate a dataForController_t type variable and fill it with your data
* The getBlankDataForController() function is good for that.
* Call setControllerData(yourData); where yourData is the variable from above,
* somewhere in your loop(), once you're ready to push your controller data to the system.
* If you forget to call sendControllerData in your loop, your controller won't ever do anything
*
* You can then debug the controller with the included Processing sketch, UnoJoyProcessingVisualizer
*
* To turn it into an actual USB video game controller, you'll reflash the
* Arduino's communication's chip using the instructions found in the 'Firmware' folder,
* then unplug and re-plug in the Arduino.
*
* Details about the dataForController_t type are below, but in order to create and use it,
* you'll declare it like:
*
* dataForController_t sexyControllerData;
*
* and then control button presses and analog stick movement with statements like:
*
* sexyControllerData.triangleOn = 1; // Marks the triangle button as pressed
* sexyControllerData.squareOn = 0; // Marks the square button as unpressed
* sexyControllerData.leftStickX = 90; // Analog stick values can range from 0 - 255
*/
#ifndef UNOJOY_H
#define UNOJOY_H
#include <stdint.h>
#include <util/atomic.h>
#include <Arduino.h>
// This struct is the core of the library.
// You'll create an instance of this and manipulate it,
// then use the setControllerData function to send that data out.
// Don't change this - the order of the fields is important for
// the communication between the Arduino and it's communications chip.
typedef struct dataForController_t
{
uint8_t triangleOn : 1; // Each of these member variables
uint8_t circleOn : 1; // control if a button is off or on
uint8_t squareOn : 1; // For the buttons,
uint8_t crossOn : 1; // 0 is off
uint8_t l1On : 1; // 1 is on
uint8_t l2On : 1;
uint8_t l3On : 1; // The : 1 here just tells the compiler
uint8_t r1On : 1; // to only have 1 bit for each variable.
// This saves a lot of space for our type!
uint8_t r2On : 1;
uint8_t r3On : 1;
uint8_t selectOn : 1;
uint8_t startOn : 1;
uint8_t homeOn : 1;
uint8_t dpadLeftOn : 1;
uint8_t dpadUpOn : 1;
uint8_t dpadRightOn : 1;
uint8_t dpadDownOn : 1;
uint8_t padding : 7; // We end with 7 bytes of padding to make sure we get our data aligned in bytes
uint8_t leftStickX : 8; // Each of the analog stick values can range from 0 to 255
uint8_t leftStickY : 8; // 0 is fully left or up
uint8_t rightStickX : 8; // 255 is fully right or down
uint8_t rightStickY : 8; // 128 is centered.
// Important - analogRead(pin) returns a 10 bit value, so if you're getting strange
// results from analogRead, you may need to do (analogRead(pin) >> 2) to get good data
} dataForController_t;
// Call setupUnoJoy in the setup block of your program.
// It sets up the hardware UnoJoy needs to work properly
void setupUnoJoy(void);
// You can also call the set
void setupUnoJoy(int);
// This sets the controller to reflect the button and
// joystick positions you input (as a dataForController_t).
// The controller will just send a zeroed (joysticks centered)
// signal until you tell it otherwise with this function.
void setControllerData(dataForController_t);
// This function gives you a quick way to get a fresh
// dataForController_t with:
// No buttons pressed
// Joysticks centered
// Very useful for starting each loop with a blank controller, for instance.
// It returns a dataForController_t, so you want to call it like:
// myControllerData = getBlankDataForController();
dataForController_t getBlankDataForController(void);
//----- End of the interface code you should be using -----//
//----- Below here is the actual implementation of
// This dataForController_t is used to store
// the controller data that you want to send
// out to the controller. You shouldn't mess
// with this directly - call setControllerData instead
dataForController_t controllerDataBuffer;
// This updates the data that the controller is sending out.
// The system actually works as following:
// The UnoJoy firmware on the ATmega8u2 regularly polls the
// Arduino chip for individual bytes of a dataForController_t.
//
void setControllerData(dataForController_t controllerData){
// Probably unecessary, but this guarantees that the data
// gets copied to our buffer all at once.
ATOMIC_BLOCK(ATOMIC_FORCEON){
controllerDataBuffer = controllerData;
}
}
// serialCheckInterval governs how many ms between
// checks to the serial port for data.
// It shouldn't go above 20 or so, otherwise you might
// get unreliable data transmission to the UnoJoy firmware,
// since after it sends a request, it waits 25 ms for a response.
// If you really need to make it bigger than that, you'll have to
// adjust that timeout in the UnoJoy ATmega8u2 firmware code as well.
volatile int serialCheckInterval = 1;
// This is an internal counter variable to count ms between
// serial check times
int serialCheckCounter = 0;
// This is the setup function - it sets up the serial communication
// and the timer interrupt for actually sending the data back and forth.
void setupUnoJoy(void){
// First, let's zero out our controller data buffer (center the sticks)
controllerDataBuffer = getBlankDataForController();
// Start the serial port at the specific, low-error rate UnoJoy uses.
// If you want to change the rate, you'll have to change it in the
// firmware for the ATmega8u2 as well. 250,000 is actually the best rate,
// but it's not supported on Macs, breaking the processing debugger.
Serial.begin(38400);
// Now set up the Timer 0 compare register A
// so that Timer0 (used for millis() and such)
// also fires an interrupt when it's equal to
// 128, not just on overflow.
// This will fire our timer interrupt almost
// every 1 ms (1024 us to be exact).
OCR0A = 128;
TIMSK0 |= (1 << OCIE0A);
}
// If you really need to change the serial polling
// interval, use this function to initialize UnoJoy.
// interval is the polling frequency, in ms.
void setupUnoJoy(int interval){
serialCheckInterval = interval;
setupUnoJoy();
}
// This interrupt gets called approximately once per ms.
// It counts how many ms between serial port polls,
// and if it's been long enough, polls the serial
// port to see if the UnoJoy firmware requested data.
// If it did, it transmits the appropriate data back.
ISR(TIMER0_COMPA_vect){
serialCheckCounter++;
if (serialCheckCounter >= serialCheckInterval){
serialCheckCounter = 0;
// If there is incoming data stored in the Arduino serial buffer
while (Serial.available() > 0) {
pinMode(13, OUTPUT);
//digitalWrite(13, HIGH);
// Get incoming byte from the ATmega8u2
byte inByte = Serial.read();
// That number tells us which byte of the dataForController_t struct
// to send out.
Serial.write(((uint8_t*)&controllerDataBuffer)[inByte]);
//digitalWrite(13, LOW);
}
}
}
// Returns a zeroed out (joysticks centered)
// dataForController_t variable
dataForController_t getBlankDataForController(void){
// Create a dataForController_t
dataForController_t controllerData;
// Make the buttons zero
controllerData.triangleOn = 0;
controllerData.circleOn = 0;
controllerData.squareOn = 0;
controllerData.crossOn = 0;
controllerData.l1On = 0;
controllerData.l2On = 0;
controllerData.l3On = 0;
controllerData.r1On = 0;
controllerData.r2On = 0;
controllerData.r3On = 0;
controllerData.dpadLeftOn = 0;
controllerData.dpadUpOn = 0;
controllerData.dpadRightOn = 0;
controllerData.dpadDownOn = 0;
controllerData.selectOn = 0;
controllerData.startOn = 0;
controllerData.homeOn = 0;
//Set the sticks to 128 - centered
controllerData.leftStickX = 128;
controllerData.leftStickY = 128;
controllerData.rightStickX = 128;
controllerData.rightStickY = 128;
// And return the data!
return controllerData;
}
#endif
hello is someone willing to help me modify this code its for unojoy
Modify it in what way?
You have not specified what (if anything) is wrong with the code or how you want it modified. Shall we just propose a random modification?
It looks like you copied the BasicFightStick.ino example from GitHub and changed the pins around. What are you trying to accomplish?
I'm trying to get 1 potentiometer to 3 different buttons
Which buttons? L1, 2, and 3? R1, 2, and 3? dpadLeft, Right, Up, and Down?
Which values of the potentiometer do you want to set which button on? Which analog input is the potentiometer connected to?
Hello yes those buttons 0 to 80 90 to 170 180 to 250 I don't really care what values or which buttons and the potentiometer is connected to A0
Replace:
controllerData.l1On = !digitalRead(10);
with
int potVal = analogRead(A0))
controllerData.l1On = potVal <= 340;
controllerData.l2On = potVal > 340 && potVal <= 680;
controllerData.l3On = potVal > 680;
Thank a lot I tried for days now with help from the internet and someone even told it would not work and now it does thank you
XInput.h (4.9 KB)
GamepadPins1.ino (7.0 KB)
hello i what the same thing to work on the ardunio leonardo with a diffrent code can you help me once agian i tried the same way but it doesnt work maybe you can help me once agian. here are the files
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