Exemplo n.º 1
0
        public static void Main()
        {
            //Gamepad for input
            CTRE.Controller.GameController _gamepad = new CTRE.Controller.GameController(CTRE.UsbHostDevice.GetInstance(0), 0);

            //Create the DriverModule object by giving it the port you plugged it in to.
            CTRE.HERO.Module.DriverModule driver = new CTRE.HERO.Module.DriverModule(CTRE.HERO.IO.Port5);

            //these just act as shorter names for the driveLow and pullUp states
            bool driveLow = CTRE.HERO.Module.DriverModule.OutputState.driveLow;
            bool pullUp   = CTRE.HERO.Module.DriverModule.OutputState.pullUp;

            while (true)
            {
                //When the 'X' button is pressed, enable outputs
                if (_gamepad.GetButton(1) == true)
                {
                    driver.Set(1, driveLow);
                    driver.Set(2, driveLow);
                }
                else
                {
                    driver.Set(1, pullUp);
                    driver.Set(2, pullUp);
                }

                System.Threading.Thread.Sleep(10);
            }
        }
Exemplo n.º 2
0
        public static void Main()
        {
            //Gamepad for input
            CTRE.Gamepad _gamepad = new CTRE.Gamepad(CTRE.UsbHostDevice.GetInstance());

            //Create the DriverModule object by giving it the port you plugged it in to.
            CTRE.HERO.Module.DriverModule driver = new CTRE.HERO.Module.DriverModule(CTRE.HERO.IO.Port5);

            //these just act as shorter names for the driveLow and pullUp states
            bool driveLow = CTRE.HERO.Module.DriverModule.OutputState.driveLow;
            bool pullUp = CTRE.HERO.Module.DriverModule.OutputState.pullUp;

            while (true)
            {  
                //When the 'X' button is pressed, enable outputs
                if (_gamepad.GetButton(1) == true)
                {
                    driver.Set(1, driveLow);
                    driver.Set(2, driveLow);
                }
                else
                {
                    driver.Set(1, pullUp);
                    driver.Set(2, pullUp);
                }

                System.Threading.Thread.Sleep(10);
            }
        }
Exemplo n.º 3
0
        public void RunForever()
        {
            /* enable XInput, if gamepad is in DInput it will disable robot.  This way you can
             * use X mode for drive, and D mode for disable (instead of vice versa as the
             * stock HERO implementation traditionally does). */
            CTRE.UsbHostDevice.EnableXInputDevices();

            while (true)
            {
                if (_gamepad.GetConnectionStatus() == CTRE.UsbDeviceConnection.Connected)
                {
                    CTRE.Watchdog.Feed();
                }

                /* get buttons */
                bool[] btns = new bool[_buttons.Length];
                for (uint i = 1; i < 20; ++i)
                {
                    btns[i] = _gamepad.GetButton(i);
                }

                /* get sticks */
                for (uint i = 0; i < _sticks.Length; ++i)
                {
                    _sticks[i] = _gamepad.GetAxis(i);
                }

                /* yield for a bit, and track timeouts */
                System.Threading.Thread.Sleep(10);
                if (_rumblingTimeMs < 5000)
                {
                    _rumblingTimeMs += 10;
                }

                /* update the Talon using the shoulder analog triggers */
                _tal.Set((_sticks[5] - _sticks[4]) * 0.60f);

                /* fire some solenoids based on buttons */
                _driver.Set(0, _buttons[1]);
                _driver.Set(1, _buttons[2]);
                _driver.Set(2, _buttons[3]);
                _driver.Set(3, _buttons[4]);

                /* rumble state machine */
                switch (_rumblinSt)
                {
                /* rumbling is disabled, require some off time to save battery */
                case 0:
                    _gamepad.SetLeftRumble(0);
                    _gamepad.SetRightRumble(0);

                    if (_rumblingTimeMs < 100)
                    {
                        /* waiting for off-time */
                    }
                    else if ((btns[1] && !_buttons[1]))     /* button off => on */
                    {
                        /* off time long enough, user pressed btn */
                        _rumblingTimeMs = 0;
                        _rumblinSt      = 1;
                        _gamepad.SetLeftRumble(0xFF);
                    }
                    else if ((btns[2] && !_buttons[2]))     /* button off => on */
                    {
                        /* off time long enough, user pressed btn */
                        _rumblingTimeMs = 0;
                        _rumblinSt      = 1;
                        _gamepad.SetRightRumble(0xFF);
                    }
                    break;

                /* already vibrating, track the time */
                case 1:
                    if (_rumblingTimeMs > 500)
                    {
                        /* vibrating too long, turn off now */
                        _rumblingTimeMs = 0;
                        _rumblinSt      = 0;
                        _gamepad.SetLeftRumble(0);
                        _gamepad.SetRightRumble(0);
                    }
                    else if ((btns[3] && !_buttons[3]))      /* button off => on */
                    {
                        /* immedietely turn off */
                        _rumblingTimeMs = 0;
                        _rumblinSt      = 0;
                        _gamepad.SetLeftRumble(0);
                        _gamepad.SetRightRumble(0);
                    }
                    else if ((btns[1] && !_buttons[1]))    /* button off => on */
                    {
                        _gamepad.SetLeftRumble(0xFF);
                    }
                    else if ((btns[2] && !_buttons[2]))     /* button off => on */
                    {
                        _gamepad.SetRightRumble(0xFF);
                    }
                    break;
                }

                /* this will likley be replaced with a strongly typed interface,
                 * control the LEDs on the center XBOX emblem. */
                if (btns[5] && !_buttons[5])
                {
                    _gamepad.SetLEDCode(6);
                }
                if (btns[6] && !_buttons[6])
                {
                    _gamepad.SetLEDCode(7);
                }
                if (btns[7] && !_buttons[7])
                {
                    _gamepad.SetLEDCode(8);
                }
                if (btns[8] && !_buttons[8])
                {
                    _gamepad.SetLEDCode(9);
                }

                /* build line to print */
                StringBuilder sb = new StringBuilder();
                foreach (float stick in _sticks)
                {
                    sb.Append(Format(stick));
                    sb.Append(",");
                }

                sb.Append("-");
                for (uint i = 1; i < _buttons.Length; ++i)
                {
                    if (_buttons[i])
                    {
                        sb.Append("b" + i + ",");
                    }
                }

                /* print useful info */
                sb.AppendLine();
                Debug.Print(sb.ToString());

                /* save button states for button-change states */
                _buttons = btns;
            }
        }