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|
//*****************************************************************************
//
// usb_dev_gamepad.c - Main routines for the gamepad example.
//
// Copyright (c) 2013-2014 Texas Instruments Incorporated. All rights reserved.
// Software License Agreement
//
// Texas Instruments (TI) is supplying this software for use solely and
// exclusively on TI's microcontroller products. The software is owned by
// TI and/or its suppliers, and is protected under applicable copyright
// laws. You may not combine this software with "viral" open-source
// software in order to form a larger program.
//
// THIS SOFTWARE IS PROVIDED "AS IS" AND WITH ALL FAULTS.
// NO WARRANTIES, WHETHER EXPRESS, IMPLIED OR STATUTORY, INCLUDING, BUT
// NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE APPLY TO THIS SOFTWARE. TI SHALL NOT, UNDER ANY
// CIRCUMSTANCES, BE LIABLE FOR SPECIAL, INCIDENTAL, OR CONSEQUENTIAL
// DAMAGES, FOR ANY REASON WHATSOEVER.
//
// This is part of revision 2.1.0.12573 of the DK-TM4C129X Firmware Package.
//
//*****************************************************************************
#include <stdbool.h>
#include <stdint.h>
#include "inc/hw_memmap.h"
#include "inc/hw_types.h"
#include "inc/hw_gpio.h"
#include "inc/hw_sysctl.h"
#include "driverlib/adc.h"
#include "driverlib/debug.h"
#include "driverlib/gpio.h"
#include "driverlib/interrupt.h"
#include "driverlib/pin_map.h"
#include "driverlib/rom.h"
#include "driverlib/rom_map.h"
#include "driverlib/sysctl.h"
#include "grlib/grlib.h"
#include "grlib/widget.h"
#include "usblib/usblib.h"
#include "usblib/usbhid.h"
#include "usblib/device/usbdevice.h"
#include "usblib/device/usbdhid.h"
#include "usblib/device/usbdhidgamepad.h"
#include "usb_gamepad_structs.h"
#include "drivers/buttons.h"
#include "drivers/frame.h"
#include "drivers/kentec320x240x16_ssd2119.h"
#include "drivers/pinout.h"
#include "drivers/touch.h"
//*****************************************************************************
//
//! \addtogroup example_list
//! <h1>USB HID Gamepad Device (usb_dev_gamepad)</h1>
//!
//! This example application turns the evaluation board into USB game pad
//! device using the Human Interface Device gamepad class. The buttons on the
//! board are reported as buttons 1, 2, and 3. The X and Y coordinates are
//! reported using the touch screen input. This example also demonstrates how
//! to use a custom HID report descriptor which is specified in the
//! usb_game_structs.c in the g_pui8GameReportDescriptor structure.
//
//*****************************************************************************
//*****************************************************************************
//
// Graphics context used to show text on the color LCD display.
//
//*****************************************************************************
static tContext g_sContext;
#define TEXT_FONT g_psFontCmss18b
//*****************************************************************************
//
// The HID custom gamepad report that is returned to the host.
//
//*****************************************************************************
static tCustomReport g_sReport;
//*****************************************************************************
//
// Global holding if there is an update to send to the host.
//
//*****************************************************************************
static volatile bool g_bUpdate;
//*****************************************************************************
//
// This enumeration holds the various states that the gamepad can be in during
// normal operation.
//
//*****************************************************************************
volatile enum
{
//
// Not yet configured.
//
eStateNotConfigured,
//
// Connected and not waiting on data to be sent.
//
eStateIdle,
//
// Suspended.
//
eStateSuspend,
//
// Connected and waiting on data to be sent out.
//
eStateSending
}
g_iGamepadState;
//*****************************************************************************
//
// The error routine that is called if the driver library encounters an error.
//
//*****************************************************************************
#ifdef DEBUG
void
__error__(char *pcFilename, uint32_t ui32Line)
{
}
#endif
//*****************************************************************************
//
// Shows the status string on the display.
//
// \param psContext is a pointer to the graphics context representing the
// display.
// \param pcStatus is a pointer to the string to be shown.
//
//*****************************************************************************
void
DisplayStatus(tContext *psContext, char *pcStatus)
{
tRectangle sRectLine;
int32_t i32Y;
//
// Calculate the Y coordinate of the top left of the character cell
// for our line of text.
//
i32Y = GrContextDpyHeightGet(psContext) - GrFontHeightGet(TEXT_FONT) - 10;
//
// Determine the bounding rectangle for this line of text. We add 4 pixels
// to the height just to ensure that we clear a couple of pixels above and
// below the line of text.
//
sRectLine.i16XMin = 0;
sRectLine.i16XMax = GrContextDpyWidthGet(psContext) - 1;
sRectLine.i16YMin = i32Y - GrFontHeightGet(TEXT_FONT);
sRectLine.i16YMax = i32Y + GrFontHeightGet(TEXT_FONT) + 3;
//
// Clear the line with black.
//
GrContextForegroundSet(&g_sContext, ClrBlack);
GrRectFill(psContext, &sRectLine);
//
// Draw the new status string
//
GrContextForegroundSet(&g_sContext, ClrWhite);
GrStringDrawCentered(psContext, pcStatus, -1,
GrContextDpyWidthGet(psContext) / 2,
i32Y, false);
}
//*****************************************************************************
//
// The interrupt-context handler for touch screen events from the touch screen
// driver. This function constantly overwrites the current report until the
// main loop can handle the new data.
//
//*****************************************************************************
int32_t
TSHandler(uint32_t ui32Message, int32_t i32X, int32_t i32Y)
{
//
// See which event is being sent from the touch screen driver.
//
switch(ui32Message)
{
//
// The pen has just been placed down.
//
case WIDGET_MSG_PTR_DOWN:
case WIDGET_MSG_PTR_MOVE:
{
//
// Let the main loop know that there is an update.
//
g_bUpdate = true;
//
// Scale and save the current position.
//
g_sReport.i8XPos = (int8_t)(((i32X - 160) * 255)/320);
g_sReport.i8YPos = (int8_t)(((i32Y - 120) * 255)/240);
//
// This event has been handled.
//
break;
}
//
// The pen has just been picked up.
//
case WIDGET_MSG_PTR_UP:
{
//
// Let the main loop know that there is an update.
//
g_bUpdate = true;
//
// Reset to the center position.
//
g_sReport.i8XPos = 0;
g_sReport.i8YPos = 0;
//
// This event has been handled.
//
break;
}
}
//
// Tell the touch handler that everything is fine.
//
return(1);
}
//*****************************************************************************
//
// Handles asynchronous events from the HID gamepad driver.
//
// \param pvCBData is the event callback pointer provided during
// USBDHIDGamepadInit(). This is a pointer to our gamepad device structure
// (&g_sGamepadDevice).
// \param ui32Event identifies the event we are being called back for.
// \param ui32MsgData is an event-specific value.
// \param pvMsgData is an event-specific pointer.
//
// This function is called by the HID gamepad driver to inform the application
// of particular asynchronous events related to operation of the gamepad HID
// device.
//
// \return Returns 0 in all cases.
//
//*****************************************************************************
uint32_t
GamepadHandler(void *pvCBData, uint32_t ui32Event, uint32_t ui32MsgData,
void *pvMsgData)
{
switch (ui32Event)
{
//
// The host has connected to us and configured the device.
//
case USB_EVENT_CONNECTED:
{
g_iGamepadState = eStateIdle;
DisplayStatus(&g_sContext, "Connected");
break;
}
//
// The host has disconnected from us.
//
case USB_EVENT_DISCONNECTED:
{
g_iGamepadState = eStateNotConfigured;
DisplayStatus(&g_sContext, "Disconnected");
break;
}
//
// This event occurs every time the host acknowledges transmission
// of a report. It is to return to the idle state so that a new report
// can be sent to the host.
//
case USB_EVENT_TX_COMPLETE:
{
//
// Enter the idle state since we finished sending something.
//
g_iGamepadState = eStateIdle;
break;
}
//
// This event indicates that the host has suspended the USB bus.
//
case USB_EVENT_SUSPEND:
{
//
// Go to the suspended state.
//
g_iGamepadState = eStateSuspend;
DisplayStatus(&g_sContext, "Suspended");
break;
}
//
// This event signals that the host has resumed signaling on the bus.
//
case USB_EVENT_RESUME:
{
//
// Go back to the idle state.
//
g_iGamepadState = eStateIdle;
DisplayStatus(&g_sContext, "Connected");
break;
}
//
// Return the pointer to the current report. This call is
// rarely if ever made, but is required by the USB HID
// specification.
//
case USBD_HID_EVENT_GET_REPORT:
{
*(void **)pvMsgData = (void *)&g_sReport;
break;
}
//
// We ignore all other events.
//
default:
{
break;
}
}
return(0);
}
//*****************************************************************************
//
// This is the main loop that runs the application.
//
//*****************************************************************************
int
main(void)
{
uint8_t ui8ButtonsChanged, ui8Buttons;
uint32_t ui32SysClock;
//
// Set the clocking to run from the PLL at 120MHz
//
ui32SysClock = MAP_SysCtlClockFreqSet((SYSCTL_USE_PLL | SYSCTL_OSC_MAIN |
SYSCTL_XTAL_25MHZ |
SYSCTL_CFG_VCO_480), 120000000);
//
// Configure the device pins.
//
PinoutSet();
//
// Configure the buttons driver.
//
ButtonsInit(ALL_BUTTONS);
//
// Initialize the display driver.
//
Kentec320x240x16_SSD2119Init(ui32SysClock);
//
// Initialize the graphics context.
//
GrContextInit(&g_sContext, &g_sKentec320x240x16_SSD2119);
//
// Draw the application frame.
//
FrameDraw(&g_sContext, "usb-dev-gamepad");
//
// Default status is disconnected.
//
DisplayStatus(&g_sContext, "Disconnected");
//
// Not configured initially.
//
g_iGamepadState = eStateNotConfigured;
//
// Initialize the USB stack for device mode.
//
USBStackModeSet(0, eUSBModeDevice, 0);
//
// Pass the device information to the USB library and place the device
// on the bus.
//
USBDHIDGamepadInit(0, &g_sGamepadDevice);
//
// Zero out the initial report.
//
g_sReport.ui8Buttons = 0;
g_sReport.i8XPos = 0;
g_sReport.i8YPos = 0;
//
// Initialize the touch screen driver.
//
TouchScreenInit(ui32SysClock);
//
// Set the touch screen event handler.
//
TouchScreenCallbackSet(TSHandler);
//
// The main loop starts here. We begin by waiting for a host connection
// then drop into the main gamepad handling section. If the host
// disconnects, we return to the top and wait for a new connection.
//
while(1)
{
//
// Wait here until USB device is connected to a host.
//
if(g_iGamepadState == eStateIdle)
{
//
// See if the buttons updated.
//
ButtonsPoll(&ui8ButtonsChanged, &ui8Buttons);
g_sReport.ui8Buttons = 0;
//
// Set button 1 if up button pressed.
//
if(ui8Buttons & UP_BUTTON)
{
g_sReport.ui8Buttons |= 0x01;
}
//
// Set button 2 if down button pressed.
//
if(ui8Buttons & DOWN_BUTTON)
{
g_sReport.ui8Buttons |= 0x02;
}
//
// Set button 3 if select button pressed.
//
if(ui8Buttons & SELECT_BUTTON)
{
g_sReport.ui8Buttons |= 0x04;
}
if(ui8ButtonsChanged)
{
g_bUpdate = true;
}
//
// Send the report if there was an update.
//
if(g_bUpdate)
{
g_bUpdate = false;
USBDHIDGamepadSendReport(&g_sGamepadDevice, &g_sReport,
sizeof(g_sReport));
//
// Now sending data but protect this from an interrupt since
// it can change in interrupt context as well.
//
IntMasterDisable();
g_iGamepadState = eStateSending;
IntMasterEnable();
}
}
}
}
|