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#include <Key.h>
#include <Keypad.h>
#include <Joystick.h>
const byte ROWS = 3;
const byte COLS = 3;
char buttons[ROWS][COLS] = {
{ '0' , '1', '2' },
{ '3' , '4', '5' },
{ '6' , '7', '8' }
};
byte rowPins[ROWS] = { 2, 3, 4 };
byte colPins[COLS] = { 5, 6, 7 };
Keypad buttonsPad = Keypad( makeKeymap(buttons), rowPins, colPins, ROWS, COLS );
const int XYPadPins[2] = { A0, A1 };
void setup() {
Joystick.begin();
}
float convertAnalogRange(float x, float in_min, float in_max, float out_min, float out_max, bool isDPad)
{
if(isDPad && x != in_min && x != in_max)
{
return 0;
}
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
void gamepad(){
if(buttonsPad.getKeys())
{
for(int i = 0; i < LIST_MAX; i++)
{
if(buttonsPad.key[i].stateChanged)
{
switch (buttonsPad.key[i].kstate)
{
case PRESSED:
Joystick.setButton(i, 1);
break;
case RELEASED:
Joystick.setButton(i, 0);
break;
}
}
}
}
float value = analogRead(XYPadPins[0]);
value = convertAnalogRange(value, 0, 1023, -127, 127, true);
Joystick.setXAxis(value);
value = value = analogRead(XYPadPins[1]);
value = convertAnalogRange(analogRead(A1), 0, 1023, -127, 127, true);
Joystick.setYAxis(value);
}
void loop() {
gamepad();
}
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