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Gamepad

package com.seattlesolvers.solverslib.gamepad

SolversLib provides enhanced Gamepad features. These classes are essentially extensions of the stock FTC SDK Gamepad features but with easier implementation methods.

GamepadKeys

Provides enum representations of the buttons, D-Pad, bumpers, and triggers. Buttons, D-Pad, and bumpers are stored in GamepadKeys.Button and triggers are stored in GamepadKeys.Trigger. SolversLib has updated support for PS4 / PS5 controllers as well.

Buttons
Trigger

GamepadEx

An extension of the stock FTC SDK Gamepad class. Constructed simply from a Gamepad. Provides six intuitive value-getting methods:

  • getButton(): Given a GamepadKeys.Button, this method will check if that Button is pressed, returning a boolean of whether that Button is pressed.

  • getTrigger(): Given a GamepadKeys.Trigger, this method will return the value of the Trigger (0 if unpressed, 1 if fully depressed).

  • getLeftY(): Returns the value of the y-axis of the left joystick (note that the value returned is the opposite of what would be returned from the standard gamepad object).

  • getRightY(): Returns the value of the y-axis of the right joystick

  • getLeftX(): Returns the value of the x-axis of the left joystick

  • getRightX(): Returns the value of the x-axis of the right joystick

KeyReader

The KeyReader interface is the base for objects that monitor an individual button or trigger on a gamepad. All Reader classes must implement these functions:

  • readValue(): Reads the current value of the key, true or false, and updates the values used by the reader. Returns nothing. This must be called once every loop.

  • isDown() : Checks if key is currently down. Will return a boolean of whether that key is pressed.

  • wasJustPressed() : Returns boolean whether the key is pressed, but only if it was previously not pressed.

TriggerReader

The TriggerReader class implements the KeyReader interface. Because GamepadEx Triggers return a double , the TriggerReader class interprets a value of greater than 0.5 as a trigger press.

The following constructs a new Trigger Reader with a GamepadEx gamepad and GamepadKeys.Trigger trigger.

Below are the different methods you can use with the trigger reader.

ButtonReader

The ButtonReaderclass implements the KeyReader interface. It checks if a button is pressed, released, or is down.

  • ButtonReader(GamepadEx gamepad, GamepadKeys.Button button): Constructs a new Button Reader with a GamepadEx gamepad and a GamepadKeys.Button button.

  • ButtonReader(BooleanSupplier supplier): Constructs a new Button Reader using the value of a boolean supplier instead of a gamepad, which allows reading value states easily without a gamepad.

The GamepadEx objects actually contain ButtonReaders. For every GamepadKeys.Button, there is a matching ButtonReader entry in the map. It is stored internally as a Map<GamepadKeys.Button, ButtonReader>. This allows you to use these features just with the GamepadEx class.

ToggleButtonReader

The ToggleButtonReader class extends ButtonReader and adds the ability to get the status of a toggle. readValue() needs to be run in a loop to get the state of the toggle.

getState() : Gets the toggle value of a button or boolean supplier.

Usage

DPAD_LEFT

DPAD_RIGHT

LEFT_STICK_BUTTON

RIGHT_STICK_BUTTON

PS

SHARE

TOUCHPAD

TOUCHPAD_FINGER_1

TOUCHPAD_FINGER_1

wasJustReleased() : Returns boolean indicating whether the key is not pressed, but only if it was previously pressed.

  • stateJustChanged : Returns boolean indicating that the key's value has switched.

  • Y

    X

    A

    B

    TRIANGLE

    CIRCLE

    SQUARE

    CROSS

    LEFT_BUMPER

    RIGHT_BUMPER

    BACK

    START

    DPAD_UP

    LEFT_TRIGGER

    RIGHT_TRIGGER

    DPAD_DOWN

    // these are from the GamepadButton class that is used
    // for command-based frameworks
    GamepadButton grabButton = new GamepadButton(
        gamepad1, GamepadKeys.Button.A
    );
    GamepadButton releaseButton = new GamepadButton(
        gamepad2, GamepadKeys.Button.B
    );
    
    GamepadEx gamepadEx = new GamepadEx(gamepad1);
    gamepadEx.getButton(GamepadKeys.Button.A);
    gamepadEx.getTrigger(GamepadKeys.Trigger.RIGHT_TRIGGER);
    gamepadEx.getLeftY();
    gamepadEx.getRightY();
    gamepadEx.getLeftX();
    gamepadEx.getRightX();
    TriggerReader triggerReader = new TriggerReader(
        gamepadEx, GamepadKeys.Trigger.RIGHT_TRIGGER
    );
    triggerReader.isDown();
    triggerReader.readValue();
    triggerReader.stateJustChanged();
    triggerReader.wasJustPressed();
    triggerReader.wasJustReleased();
    ButtonReader reader = new ButtonReader(
        gamepadEx, GamepadKeys.Button.A
    );
    reader.readValue();
    reader.wasJustPressed();
    reader.stateJustChanged();
    reader.isDown();
    reader.wasJustReleased();
    // create the gamepad
    GamepadEx myGamepad = new Gamepad(gamepad1);
    
    /** The methods for using the ButtonReaders **/
    myGamepad.wasJustPressed(GamepadKeys.Button.A);
    myGamepad.stateJustChanged(GamepadKeys.Button.A);
    myGamepad.isDown(GamepadKeys.Button.A);
    myGamepad.wasJustReleased(GamepadKeys.Button.A);
    
    // pass the GamepadKeys.Button that you want to read
    // into the method argument
    
    // to read all buttons at once, perform a single call
    myGamepad.readButtons();
    /*
    this is the equivalent of calling readValue() once
    for all your readers
    */
    ToggleButtonReader toggleButtonReader = new ToggleButtonReader(
        gamepadEx, GamepadKeys.Button.A
    );
    toggleButtonReader.getState();
    GamepadEx toolOp = new GamepadEx(gamepad2);
    ToggleButtonReader aReader = new ToggleButtonReader(
      toolOp, GamepadKeys.Button.A
    );
    
    while (...) {
      if (aReader.getState()) {
        // if toggle state true
      } else {
        // if toggle state false
      }
      aReader.readValue();
    }