-
Notifications
You must be signed in to change notification settings - Fork 0
/
KerbalControl.ino
249 lines (206 loc) · 5.71 KB
/
KerbalControl.ino
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
/* Kerbal Space Program controller
You must select Serial+Keyboard+Mouse+Joystick from the "Tools > USB Type" menu
Adapted from Teensy example code
*/
//#define DEBUG(message) Serial1.println(message)
#ifndef DEBUG(message)
#define DEBUG(message)
#endif
// Serial communications direct to KSP
#include "KSPSerialIO.h"
// For software debouncing button presses
#include <Bounce.h>
// For scheduling things
#include <Metro.h>
// Graphic LCD
#include <ST7565.h>
// KPS connection indicator
const byte KSP_CONNECTED_LED = 2;
// Structs for keyboard buttons
typedef struct {
byte pin;
boolean toggle; // TRUE if pressing it changes state, false for momentary
byte joy_button; // Joystick buttons are 1 based
byte control_code; // KSPSerial control code
Bounce _button;
} KB_Button;
// Create Bounce objects for each button. The Bounce object
// automatically deals with contact chatter or "bounce", and
// it makes detecting changes very simple.
#define BOUNCE_TIME 50
#define BUTTON_COUNT 5
KB_Button buttons[] = {
//PIN toggle joy ctrl bounce(pin,BOUNCE_TIME)
{3, false, 1, 0xFF, Bounce(3, BOUNCE_TIME)},
{4, false, 2, STAGE, Bounce(4, BOUNCE_TIME)},
{5, true, 3, 0xFF, Bounce(5, BOUNCE_TIME)},
{6, true, 4, GEAR, Bounce(6, BOUNCE_TIME)},
{7, false, 5, BRAKES, Bounce(7, BOUNCE_TIME)},
{19,false, 5, LIGHTS, Bounce(19, BOUNCE_TIME)},
{20,false, 5, SAS, Bounce(20, BOUNCE_TIME)},
{21,false, 5, RCS, Bounce(21, BOUNCE_TIME)},
};
// Structs for lights
typedef struct {
byte pin;
byte status_flag;
} KB_LED;
// Define pins and their corresponding control flag
KB_LED lights[] = {
{ 8, AGRCS},
{ 9, AGSAS},
{10, AGLight},
{11, AGGear},
{12, AGBrakes},
};
const int light_count = sizeof(lights) / sizeof(lights[0]);
KSPSerialIO KSP(115200);
void setup() {
// These need to start, I guess
Keyboard.begin();
Joystick.begin();
// Using a Sparkfun serial backpack on Serial1
Serial1.begin(9600);
Serial1.print(0xFE, BYTE);
Serial1.print(0x01, BYTE);
// Init system status
pinMode(KSP_CONNECTED_LED, OUTPUT);
digitalWrite(KSP_CONNECTED_LED, HIGH);
warning_init();
// Initialize pins - control lights
for(byte i = 0; i < light_count; i++)
{
pinMode(lights[i].pin, OUTPUT);
// Turn on lights so we know it's on
digitalWrite(lights[i].pin, LOW);
}
// Initialize pins - buttons
for(byte i = 0; i < BUTTON_COUNT; i++)
{
pinMode(buttons[i].pin, INPUT_PULLUP);
}
// Turn off lights
delay(500);
for(byte i = 0; i < light_count; i++)
{
digitalWrite(lights[i].pin, HIGH);
}
// No hat, make sure it's disabled
Joystick.hat(-1);
Serial1.print("Good morning, Dave");
delay(1000);
}
void loop() {
// Check for serial info, send direct commands
KSP.update();
// Check for warnings
warning_check();
// Status LEDs, etc.
update_status();
update_buttons();
set_axies();
// Check touch
getTouch();
}
/**
* Update LEDs and displays with the latest information
*/
void update_status() {
// If there's no data, not much we can do
if(!KSP.connected()) return;
// Update status lights
for(byte i = 0; i < light_count; i++)
{
digitalWrite(lights[i].pin, !KSP.controlStatus(lights[i].status_flag));
}
// Display AP (& PE)
Serial1.print(0xFE, BYTE);
//Serial1.print(0x01, BYTE);
Serial1.write(192); // new line
Serial1.print("AP: ");Serial1.print(KSP.vessel.AP);
/*
Serial1.print(0xFE,BYTE); //command flag
Serial1.write(192); // new line
Serial1.print("PE: ");Serial1.print(KSP.vessel.PE);
// Display Electric
/*
Serial1.print(0xFE, BYTE);
Serial1.print(0x01, BYTE);
Serial1.print(KSP.vessel.ECharge); Serial1.print("/"); Serial1.print(KSP.vessel.EChargeTot);
*/
}
/**
* Send commands & stuff
*/
void update_buttons()
{
// Read buttons that are handled as keyboard keys
for(byte i = 0; i < BUTTON_COUNT; i++)
{
// This is for bounce
buttons[i]._button.update();
if(buttons[i]._button.fallingEdge())
{
// Can't fake a momentary joystick button press without timing
// but that's OK because joysticks don't have key repeat
if(buttons[i].joy_button)
{
Joystick.button(buttons[i].joy_button,1);
}
if(buttons[i].control_code != 0xFF)
{
if(!buttons[i].toggle)
{
KSP.setControl(buttons[i].control_code, true);
}
else
{
// Things get a little more complicated here because the command & status are different
byte value = true;
switch(buttons[i].control_code)
{
case SAS: value=KSP.controlStatus(AGSAS); break;
case RCS: value=KSP.controlStatus(AGRCS); break;
case LIGHTS: value=KSP.controlStatus(AGLight); break;
case GEAR: value=KSP.controlStatus(AGGear); break;
case BRAKES: value=KSP.controlStatus(AGBrakes); break;
case ABORT: value=KSP.controlStatus(AGAbort); break;
}
KSP.setControl(buttons[i].control_code, !value);
}
}
}
else if (buttons[i]._button.risingEdge())
{
if(buttons[i].joy_button)
{
Joystick.button(buttons[i].joy_button,0);
}
if(buttons[i].control_code != 0xFF && !buttons[i].toggle)
{
KSP.setControl(buttons[i].control_code, false);
}
}
}
}
/**
* Read & set axis
*/
void set_axies()
{
// read analog inputs and set X-Y position
Joystick.X(analogRead(0));
Joystick.Y(analogRead(1));
// Throttle
Joystick.sliderLeft(analogRead(2));
}
/**
* Check and handle any touch controls
*/
void getTouch()
{
for(byte i = 17; i < 19; i++)
{
Joystick.button(i, touchRead(i) > 3000);
}
}