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//BUTTON BOX
//USE w ProMicro
//Tested in WIN10 + Assetto Corsa
//AMSTUDIO
//20.8.17
// code taken from https://github.com/AM-STUDIO/32-FUNCTION-BUTTON-BOX/blob/master/ARDUINO_BUTTON_BOXV2.ino
//include 2 libraries to manage grid layout and une gamepad features
#include <Keypad.h>
#include <Joystick.h>
//define values
#define ENABLE_PULLUPS
#define NUMROTARIES 4
#define NUMBUTTONS 24
//grid size 5 x 5
#define NUMROWS 5
#define NUMCOLS 5
//this is the matching between the grid and the button number that will be triggered
//for instance , if I physically press the button plug in the grid at the column 1 , row 2
// the program will send the gamepad signal that the button 5 have been pressed
byte buttons[NUMROWS][NUMCOLS] = {
{0,1,2,3,4},
{5,6,7,8,9},
{10,11,12,13,14},
{15,16,17,18,19},
{20,21,22,23},
};
//define a custom structure to manage easily the rotary encoder
struct rotariesdef {
byte pin1; // the Arduino pin connected to the A side of the rotary encoder
byte pin2; // the Arduino pin connected to the B side of the rotary encoder
int ccwchar; //ccw => counter clockwise this is the character/ the button of the gamepad that will be pressed when user turn the rotary counter clockwise
int cwchar;//cw => clockwise this is the character/ the button of the gamepad that will be pressed when user turn the rotary clockwise
volatile unsigned char state; => state to know if the user turn clockwise or counter clockwise
};
//as define earlier, there is 4 rotaries encoders
//so it defines the structure rotariesdef for each rotary
// for instance:
// the first rotry is connected to pin 0 and 1 of the arduino
// if the user turn counter clockwise , the button 24 will be pressed
// if the user turn clockwise , the button 25 will be pressed
rotariesdef rotaries[NUMROTARIES] {
{0,1,24,25,0},
{2,3,26,27,0},
{4,5,28,29,0},
{6,7,30,31,0},
};
//define some value to be used to know if the rotary is turned and what direction (ccw or cw)
// and depending if there is HALF_STEP or not it will use one set of data or the other
#define DIR_CCW 0x10
#define DIR_CW 0x20
#define R_START 0x0
#ifdef HALF_STEP
#define R_CCW_BEGIN 0x1
#define R_CW_BEGIN 0x2
#define R_START_M 0x3
#define R_CW_BEGIN_M 0x4
#define R_CCW_BEGIN_M 0x5
const unsigned char ttable[6][4] = {
// R_START (00)
{R_START_M, R_CW_BEGIN, R_CCW_BEGIN, R_START},
// R_CCW_BEGIN
{R_START_M | DIR_CCW, R_START, R_CCW_BEGIN, R_START},
// R_CW_BEGIN
{R_START_M | DIR_CW, R_CW_BEGIN, R_START, R_START},
// R_START_M (11)
{R_START_M, R_CCW_BEGIN_M, R_CW_BEGIN_M, R_START},
// R_CW_BEGIN_M
{R_START_M, R_START_M, R_CW_BEGIN_M, R_START | DIR_CW},
// R_CCW_BEGIN_M
{R_START_M, R_CCW_BEGIN_M, R_START_M, R_START | DIR_CCW},
};
#else
#define R_CW_FINAL 0x1
#define R_CW_BEGIN 0x2
#define R_CW_NEXT 0x3
#define R_CCW_BEGIN 0x4
#define R_CCW_FINAL 0x5
#define R_CCW_NEXT 0x6
const unsigned char ttable[7][4] = {
// R_START
{R_START, R_CW_BEGIN, R_CCW_BEGIN, R_START},
// R_CW_FINAL
{R_CW_NEXT, R_START, R_CW_FINAL, R_START | DIR_CW},
// R_CW_BEGIN
{R_CW_NEXT, R_CW_BEGIN, R_START, R_START},
// R_CW_NEXT
{R_CW_NEXT, R_CW_BEGIN, R_CW_FINAL, R_START},
// R_CCW_BEGIN
{R_CCW_NEXT, R_START, R_CCW_BEGIN, R_START},
// R_CCW_FINAL
{R_CCW_NEXT, R_CCW_FINAL, R_START, R_START | DIR_CCW},
// R_CCW_NEXT
{R_CCW_NEXT, R_CCW_FINAL, R_CCW_BEGIN, R_START},
};
#endif
//define the arduino pin used for the grid
byte rowPins[NUMROWS] = {21,20,19,18,15};
byte colPins[NUMCOLS] = {14,16,10,9,8};
//manage easily the keypad based on the define grid
Keypad buttbx = Keypad( makeKeymap(buttons), rowPins, colPins, NUMROWS, NUMCOLS);
Joystick_ Joystick(JOYSTICK_DEFAULT_REPORT_ID,
JOYSTICK_TYPE_JOYSTICK, 32, 0,
false, false, false, false, false, false,
false, false, false, false, false);
void setup() {
Joystick.begin();
rotary_init();}
void loop() {
CheckAllEncoders();
CheckAllButtons();
}
//equivalent of the ButtonCheck(int inputNb, int gamepadButtonNb) of my version
// but it is managed the same way for every button
void CheckAllButtons(void) {
if (buttbx.getKeys())
{
for (int i=0; i<LIST_MAX; i++)
{
if ( buttbx.key[i].stateChanged )
{
switch (buttbx.key[i].kstate) {
//depending on the case, button is pressed or release
case PRESSED:
case HOLD:
Joystick.setButton(buttbx.key[i].kchar, 1);
break;
case RELEASED:
case IDLE:
Joystick.setButton(buttbx.key[i].kchar, 0);
break;
}
}
}
}
}
//for all the rotary encoder,
// it defines default value
void rotary_init() {
for (int i=0;i<NUMROTARIES;i++) {
pinMode(rotaries[i].pin1, INPUT);
pinMode(rotaries[i].pin2, INPUT);
#ifdef ENABLE_PULLUPS
digitalWrite(rotaries[i].pin1, HIGH);
digitalWrite(rotaries[i].pin2, HIGH);
#endif
}
}
unsigned char rotary_process(int _i) {
unsigned char pinstate = (digitalRead(rotaries[_i].pin2) << 1) | digitalRead(rotaries[_i].pin1);
rotaries[_i].state = ttable[rotaries[_i].state & 0xf][pinstate];
return (rotaries[_i].state & 0x30);
}
// for each rotary, check the state with the rotary_process(int _i) function
// and depending on the case it set the clockwise or counter clockwise button
void CheckAllEncoders(void) {
for (int i=0;i<NUMROTARIES;i++) {
unsigned char result = rotary_process(i);
if (result == DIR_CCW) {
Joystick.setButton(rotaries[i].ccwchar, 1); delay(50); Joystick.setButton(rotaries[i].ccwchar, 0);
};
if (result == DIR_CW) {
Joystick.setButton(rotaries[i].cwchar, 1); delay(50); Joystick.setButton(rotaries[i].cwchar, 0);
};
}
}