228 lines
5.4 KiB
C++
228 lines
5.4 KiB
C++
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#include "Arduino.h"
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#ifndef GAMEPAD_COUNT
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#define GAMEPAD_COUNT 2
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#endif
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#define BUTTON_COUNT 12 // SNES has 12, NES only has 8
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//individual data pin for each controller
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static const int DATA_PIN[GAMEPAD_COUNT] = {18, 19}; // grey, 20, 21 are the next logical ones
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//shared pins between all controllers
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#if defined(CONFIG_BT_ENABLED)
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// ESP32
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static const int LATCH_PIN = 16; // brown
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static const int CLOCK_PIN = 17; // white
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#else
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// micro
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static const int LATCH_PIN = 2; // brown
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static const int CLOCK_PIN = 3; // white
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#endif
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// power red, ground black
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#include "gamepad/Gamepad.h"
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static const int translateToNES[12] = {1, 8, 2, 3, 4, 5, 6, 7, 0, 8, 8, 8};
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class GameControllers {
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public:
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enum Type
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{
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NES = 0,
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SNES = 1,
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};
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enum Button
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{
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B = 0,
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Y = 1,
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SELECT = 2,
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START = 3,
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UP = 4,
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DOWN = 5,
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LEFT = 6,
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RIGHT = 7,
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A = 8,
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X = 9,
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L = 10,
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R = 11,
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};
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Type types[GAMEPAD_COUNT];
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int latchPin;
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int clockPin;
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int dataPins[GAMEPAD_COUNT];
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long buttons[GAMEPAD_COUNT][12];
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int changedControllers[GAMEPAD_COUNT];
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///This has to be initialized once for the shared pins latch and clock
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void init(int latch, int clock) {
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latchPin = latch;
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clockPin = clock;
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pinMode(latchPin, OUTPUT);
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digitalWrite(latchPin, LOW);
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pinMode(clockPin, OUTPUT);
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digitalWrite(clockPin, HIGH);
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for (int c = 0; c < GAMEPAD_COUNT; c++) {
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for (int i = 0; i < 12; i++) {
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buttons[c][i] = -1;
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}
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types[c] = NES; // todo: if SNES button is ever pressed, change type to SNES, maybe buttons to manually toggle?
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dataPins[c] = -1;
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}
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}
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///This sets the controller type and initializes its individual data pin
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void setController(int controller, Type type, int dataPin) {
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types[controller] = type;
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dataPins[controller] = dataPin;
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pinMode(dataPins[controller], INPUT_PULLUP);
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}
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void poll(void (*controllerChanged)(const int controller)) {
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memset(changedControllers, 0, GAMEPAD_COUNT);
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digitalWrite(latchPin, HIGH);
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delayMicroseconds(12);
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digitalWrite(latchPin, LOW);
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delayMicroseconds(6);
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for (int i = 0; i < 12; i++) {
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for (int c = 0; c < GAMEPAD_COUNT; c++)
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if (dataPins[c] > -1) {
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if (digitalRead(dataPins[c])) {
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if (-1 != buttons[c][i]) {
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buttons[c][i] = -1;
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changedControllers[c] = 1;
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}
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} else {
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//++buttons[c][i];
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//changedControllers[c] = 1;
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if (0 != buttons[c][i]) {
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buttons[c][i] = 0;
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changedControllers[c] = 1;
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}
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}
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}
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digitalWrite(clockPin, LOW);
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delayMicroseconds(6);
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digitalWrite(clockPin, HIGH);
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delayMicroseconds(6);
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}
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for (int c = 0; c < GAMEPAD_COUNT; c++) {
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// have any buttons changed state?
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if (1 == changedControllers[c]) {
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controllerChanged(c);
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}
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}
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}
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int translate(int controller, Button b) const {
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if (types[controller] == SNES)
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return b;
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return translateToNES[b];
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}
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///returns if button is currently down
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bool down(int controller, Button b) const {
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return buttons[controller][translate(controller, b)] >= 0;
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}
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};
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static const int translateToHid[12] = {
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BUTTON_B,
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BUTTON_Y,
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BUTTON_SELECT,
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BUTTON_START,
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DPAD_UP,
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DPAD_DOWN,
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DPAD_LEFT,
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DPAD_RIGHT,
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BUTTON_A,
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BUTTON_X,
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BUTTON_L,
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BUTTON_R,
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};
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GameControllers controllers;
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GAMEPAD_CLASS gamepad;
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void setup() {
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gamepad.begin();
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//initialize shared pins
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controllers.init(LATCH_PIN, CLOCK_PIN);
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//activate first controller ans set the type to SNES
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for (int c = 0; c < GAMEPAD_COUNT; c++) {
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controllers.setController(c, GameControllers::NES, DATA_PIN[c]);
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}
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}
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/*
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void controllerChangedDebug(const int c) {
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Serial.print("controllerChanged!!!!: ");
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Serial.println(c);
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Serial.print("c: ");
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Serial.print(c);
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for (uint8_t btn = 0; btn < 12; btn++) {
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Serial.print("; ");
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Serial.print(btn);
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Serial.print(", ");
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Serial.print(controllers.buttons[c][controllers.translate(c, static_cast<GameControllers::Button>(btn))]);
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}
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Serial.println("");
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}
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*/
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void controllerChanged(const int c) {
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//controllerChangedDebug(c);
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gamepad.buttons(c, 0);
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// if start and select are held at the same time, send menu and only menu
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if (controllers.down(c, GameControllers::START) && controllers.down(c, GameControllers::SELECT)) {
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gamepad.press(c, BUTTON_MENU);
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} else {
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// actually send buttons held
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for (uint8_t btn = 0; btn < 12; btn++) {
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if (btn > 3 && btn < 8)
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continue; // skip dpad
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if (controllers.down(c, static_cast<GameControllers::Button>(btn))) {
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gamepad.press(c, translateToHid[btn]);
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}
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}
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}
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if (controllers.down(c, GameControllers::DOWN)) {
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if (controllers.down(c, GameControllers::RIGHT)) {
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gamepad.setHatSync(c, DPAD_DOWN_RIGHT);
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} else if (controllers.down(c, GameControllers::LEFT)) {
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gamepad.setHatSync(c, DPAD_DOWN_LEFT);
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} else {
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gamepad.setHatSync(c, DPAD_DOWN);
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}
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} else if (controllers.down(c, GameControllers::UP)) {
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if (controllers.down(c, GameControllers::RIGHT)) {
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gamepad.setHatSync(c, DPAD_UP_RIGHT);
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} else if (controllers.down(c, GameControllers::LEFT)) {
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gamepad.setHatSync(c, DPAD_UP_LEFT);
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} else {
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gamepad.setHatSync(c, DPAD_UP);
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}
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} else if (controllers.down(c, GameControllers::RIGHT)) {
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gamepad.setHatSync(c, DPAD_RIGHT);
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} else if (controllers.down(c, GameControllers::LEFT)) {
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gamepad.setHatSync(c, DPAD_LEFT);
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} else {
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gamepad.setHatSync(c, DPAD_CENTERED);
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}
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}
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void loop() {
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if (gamepad.isConnected()) {
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controllers.poll(controllerChanged); //read all controllers at once
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}
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}
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