138 lines
5.1 KiB
C++
138 lines
5.1 KiB
C++
// Circuit Playground Accelerometer Mouse Example
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// Tilt Circuit Playground left/right and up/down to move your mouse, and
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// press the left and right push buttons to click the mouse buttons! Make sure
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// the slide switch is in the on (+) position to enable the mouse, or slide into
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// the off (-) position to disable it. By default the sketch assumes you hold
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// Circuit Playground with the USB cable coming out the top.
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// Author: Tony DiCola
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// License: MIT License (https://opensource.org/licenses/MIT)
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#include <Adafruit_CircuitPlayground.h>
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#include <Mouse.h>
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#include <Wire.h>
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#include <SPI.h>
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// Configuration values to adjust the sensitivity and speed of the mouse.
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// X axis (left/right) configuration:
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#define XACCEL_MIN 0.1 // Minimum range of X axis acceleration, values below
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// this won't move the mouse at all.
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#define XACCEL_MAX 8.0 // Maximum range of X axis acceleration, values above
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// this will move the mouse as fast as possible.
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#define XMOUSE_RANGE 25.0 // Range of velocity for mouse movements. The higher
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// this value the faster the mouse will move.
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#define XMOUSE_SCALE 1 // Scaling value to apply to mouse movement, this is
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// useful to set to -1 to flip the X axis movement.
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// Y axis (up/down) configuration:
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// Note that the meaning of these values is exactly the same as the X axis above,
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// just applied to the Y axis and up/down mouse movement. You probably want to
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// keep these values the same as for the X axis (which is the default, they just
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// read the X axis values but you can override with custom values).
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#define YACCEL_MIN XACCEL_MIN
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#define YACCEL_MAX XACCEL_MAX
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#define YMOUSE_RANGE XMOUSE_RANGE
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#define YMOUSE_SCALE 1
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// Set this true to flip the mouse X/Y axis with the board X/Y axis (what you want
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// if holding with USB cable facing up).
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#define FLIP_AXES true
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// Floating point linear interpolation function that takes a value inside one
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// range and maps it to a new value inside another range. This is used to transform
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// each axis of acceleration to mouse velocity/speed. See this page for details
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// on the equation: https://en.wikipedia.org/wiki/Linear_interpolation
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float lerp(float x, float x0, float x1, float y0, float y1) {
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// Check if the input value (x) is outside its desired range and clamp to
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// those min/max y values.
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if (x <= x0) {
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return y0;
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}
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else if (x >= x1) {
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return y1;
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}
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// Otherwise compute the value y based on x's position within its range and
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// the desired y min & max.
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return y0 + (y1-y0)*((x-x0)/(x1-x0));
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}
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void setup() {
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// Initialize Circuit Playground library.
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CircuitPlayground.begin();
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// Initialize Arduino mouse library.
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Mouse.begin();
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}
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void loop() {
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// Check if the slide switch is enabled (on +) and if not then just exit out
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// and run the loop again. This lets you turn on/off the mouse movement with
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// the slide switch.
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if (!CircuitPlayground.slideSwitch()) {
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return;
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}
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// Grab initial left & right button states to later check if they are pressed
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// or released. Do this early in the loop so other processing can take some
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// time and the button state change can be detected.
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boolean left_first = CircuitPlayground.leftButton();
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boolean right_first = CircuitPlayground.rightButton();
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// Grab x, y acceleration values (in m/s^2).
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float x = CircuitPlayground.motionX();
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float y = CircuitPlayground.motionY();
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// Use the magnitude of acceleration to interpolate the mouse velocity.
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float x_mag = abs(x);
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float x_mouse = lerp(x_mag, XACCEL_MIN, XACCEL_MAX, 0.0, XMOUSE_RANGE);
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float y_mag = abs(y);
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float y_mouse = lerp(y_mag, YACCEL_MIN, YACCEL_MAX, 0.0, YMOUSE_RANGE);
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// Change the mouse direction based on the direction of the acceleration.
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if (x < 0) {
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x_mouse *= -1.0;
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}
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if (y < 0) {
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y_mouse *= -1.0;
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}
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// Apply any global scaling to the axis (to flip it for example) and truncate
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// to an integer value.
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x_mouse = floor(x_mouse*XMOUSE_SCALE);
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y_mouse = floor(y_mouse*YMOUSE_SCALE);
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// Move mouse.
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if (!FLIP_AXES) {
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// Non-flipped axes, just map board X/Y to mouse X/Y.
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Mouse.move((int)x_mouse, (int)y_mouse, 0);
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}
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else {
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// Flipped axes, swap them around.
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Mouse.move((int)y_mouse, (int)x_mouse, 0);
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}
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// Small delay to wait for button state changes and slow down processing a bit.
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delay(10);
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// Grab a second button state reading to check if the buttons were pressed or
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// released.
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boolean left_second = CircuitPlayground.leftButton();
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boolean right_second = CircuitPlayground.rightButton();
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// Check for left button pressed / released.
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if (!left_first && left_second) {
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// Low then high, button was pressed!
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Mouse.press(MOUSE_LEFT);
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}
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else if (left_first && !left_second) {
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// High then low, button was released!
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Mouse.release(MOUSE_LEFT);
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}
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// Check for right button pressed / released.
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if (!right_first && right_second) {
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// Low then high, button was pressed!
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Mouse.press(MOUSE_RIGHT);
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}
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else if (right_first && !right_second) {
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// High then low, button was released!
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Mouse.release(MOUSE_RIGHT);
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}
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}
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