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At least for the purpose of being communicative. I doubt there's much to gain in terms of compiler output — the DiskImageHolder can avoid some virtual lookups but nothing else leaps out.
124 lines
3.0 KiB
C++
124 lines
3.0 KiB
C++
//
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// QuadratureMouse.hpp
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// Clock Signal
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//
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// Created by Thomas Harte on 11/06/2019.
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// Copyright © 2019 Thomas Harte. All rights reserved.
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//
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#ifndef QuadratureMouse_hpp
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#define QuadratureMouse_hpp
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#include "../Mouse.hpp"
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#include <atomic>
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namespace Inputs {
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/*!
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Provides a simple implementation of a Mouse, designed for simple
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thread-safe feeding to a machine that accepts quadrature-encoded input.
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TEMPORARY SIMPLIFICATION: it is assumed that the caller will be interested
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in observing a signal that dictates velocity, sampling the other to
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obtain direction only on transitions in the velocity signal.
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Or, more concretely, of the two channels per axis, one is accurate only when
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the other transitions. Hence the discussion of 'primary' and 'secondary'
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channels below. This is intended to be fixed.
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*/
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class QuadratureMouse: public Mouse {
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public:
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QuadratureMouse(int number_of_buttons) :
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number_of_buttons_(number_of_buttons) {}
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/*
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Inputs, to satisfy the Mouse interface.
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*/
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void move(int x, int y) final {
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// Accumulate all provided motion.
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axes_[0] += x;
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axes_[1] += y;
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}
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int get_number_of_buttons() final {
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return number_of_buttons_;
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}
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void set_button_pressed(int index, bool is_pressed) final {
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if(is_pressed)
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button_flags_ |= (1 << index);
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else
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button_flags_ &= ~(1 << index);
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}
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void reset_all_buttons() final {
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button_flags_ = 0;
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}
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/*
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Outputs.
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*/
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/*!
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Applies a single step from the current accumulated mouse movement, which
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might involve the mouse moving right, or left, or not at all.
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*/
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void prepare_step() {
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for(int axis = 0; axis < 2; ++axis) {
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// Do nothing if there's no motion to communicate.
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const int axis_value = axes_[axis];
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if(!axis_value) continue;
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// Toggle the primary channel and set the secondary for
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// negative motion. At present the y axis signals the
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// secondary channel the opposite way around from the
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// primary.
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primaries_[axis] ^= 1;
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secondaries_[axis] = primaries_[axis] ^ axis;
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if(axis_value > 0) {
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-- axes_[axis];
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secondaries_[axis] ^= 1; // Switch to positive motion.
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} else {
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++ axes_[axis];
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}
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}
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}
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/*!
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@returns the two quadrature channels — bit 0 is the 'primary' channel
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(i.e. the one that can be monitored to observe velocity) and
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bit 1 is the 'secondary' (i.e. that which can be queried to
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observe direction).
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*/
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int get_channel(int axis) {
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return primaries_[axis] | (secondaries_[axis] << 1);
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}
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/*!
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@returns a bit mask of the currently pressed buttons.
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*/
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int get_button_mask() {
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return button_flags_;
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}
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/*!
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@returns @c true if any mouse motion is waiting to be communicated;
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@c false otherwise.
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*/
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bool has_steps() {
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return axes_[0] || axes_[1];
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}
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private:
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int number_of_buttons_ = 0;
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std::atomic<int> button_flags_;
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std::atomic<int> axes_[2];
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int primaries_[2] = {0, 0};
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int secondaries_[2] = {0, 0};
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};
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}
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#endif /* QuadratureMouse_hpp */
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