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define a custom button combo to a GPIO pin
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this expands GpioMappingInfo to include dpad and button masks and uses
those masks when setting up the button maps in Gamepad. this allows for
a GPIO pin to trigger any arbitrary set of buttons
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bsstephan committed Mar 25, 2024
1 parent 55fb9e5 commit 26bbcbe
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Showing 3 changed files with 25 additions and 0 deletions.
2 changes: 2 additions & 0 deletions proto/config.proto
Original file line number Diff line number Diff line change
Expand Up @@ -168,6 +168,8 @@ message PinMappings
message GpioMappingInfo
{
optional GpioAction action = 1;
optional uint32 customDpadMask = 2;
optional uint32 customButtonMask = 3;
}

message GpioMappings
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1 change: 1 addition & 0 deletions proto/enums.proto
Original file line number Diff line number Diff line change
Expand Up @@ -208,6 +208,7 @@ enum GpioAction
SUSTAIN_SOCD_MODE_FIRST_WIN = 30;
SUSTAIN_SOCD_MODE_BYPASS = 31;
BUTTON_PRESS_TURBO = 32;
CUSTOM_BUTTON_COMBO = 33;
}

enum GamepadHotkey
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22 changes: 22 additions & 0 deletions src/gamepad.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,27 @@ void Gamepad::setup()
mapButtonA2 = new GamepadButtonMapping(GAMEPAD_MASK_A2);
mapButtonFn = new GamepadButtonMapping(AUX_MASK_FUNCTION);

const auto assignCustomMappingToMaps = [&](GpioMappingInfo mapInfo, Pin_t pin) -> void {
if (mapDpadUp->buttonMask & mapInfo.customDpadMask) mapDpadUp->pinMask |= 1 << pin;
if (mapDpadDown->buttonMask & mapInfo.customDpadMask) mapDpadDown->pinMask |= 1 << pin;
if (mapDpadLeft->buttonMask & mapInfo.customDpadMask) mapDpadLeft->pinMask |= 1 << pin;
if (mapDpadRight->buttonMask & mapInfo.customDpadMask) mapDpadRight->pinMask |= 1 << pin;
if (mapButtonB1->buttonMask & mapInfo.customButtonMask) mapButtonB1->pinMask |= 1 << pin;
if (mapButtonB2->buttonMask & mapInfo.customButtonMask) mapButtonB2->pinMask |= 1 << pin;
if (mapButtonB3->buttonMask & mapInfo.customButtonMask) mapButtonB3->pinMask |= 1 << pin;
if (mapButtonB4->buttonMask & mapInfo.customButtonMask) mapButtonB4->pinMask |= 1 << pin;
if (mapButtonL1->buttonMask & mapInfo.customButtonMask) mapButtonL1->pinMask |= 1 << pin;
if (mapButtonR1->buttonMask & mapInfo.customButtonMask) mapButtonR1->pinMask |= 1 << pin;
if (mapButtonL2->buttonMask & mapInfo.customButtonMask) mapButtonL2->pinMask |= 1 << pin;
if (mapButtonR2->buttonMask & mapInfo.customButtonMask) mapButtonR2->pinMask |= 1 << pin;
if (mapButtonS1->buttonMask & mapInfo.customButtonMask) mapButtonS1->pinMask |= 1 << pin;
if (mapButtonS2->buttonMask & mapInfo.customButtonMask) mapButtonS2->pinMask |= 1 << pin;
if (mapButtonL3->buttonMask & mapInfo.customButtonMask) mapButtonL3->pinMask |= 1 << pin;
if (mapButtonR3->buttonMask & mapInfo.customButtonMask) mapButtonR3->pinMask |= 1 << pin;
if (mapButtonA1->buttonMask & mapInfo.customButtonMask) mapButtonA1->pinMask |= 1 << pin;
if (mapButtonA2->buttonMask & mapInfo.customButtonMask) mapButtonA2->pinMask |= 1 << pin;
};

for (Pin_t pin = 0; pin < (Pin_t)NUM_BANK0_GPIOS; pin++)
{
switch (pinMappings[pin].action) {
Expand All @@ -77,6 +98,7 @@ void Gamepad::setup()
case GpioAction::BUTTON_PRESS_A1: mapButtonA1->pinMask |= 1 << pin; break;
case GpioAction::BUTTON_PRESS_A2: mapButtonA2->pinMask |= 1 << pin; break;
case GpioAction::BUTTON_PRESS_FN: mapButtonFn->pinMask |= 1 << pin; break;
case GpioAction::CUSTOM_BUTTON_COMBO: assignCustomMappingToMaps(pinMappings[pin], pin); break;
default: break;
}
}
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