removed gpio modules (rest in peace)

This commit is contained in:
Nicholas Dyer 2023-05-13 10:46:34 -04:00
parent 35ac1cff51
commit 0f69120213
6 changed files with 19 additions and 172 deletions

View File

@ -1,75 +0,0 @@
"""
Dummy module that contains empty functions and variables that exist in RPi.GPIO. This module is to be imported
if importing RPi.GPIO fails.
"""
# Constants used by RPi.GPIO
BOARD = 0
IN = 0
FALLING = 0
def setmode(new_mode):
"""
Fake setmode function.
Args:
new_mode:
Returns:
"""
pass
def setup(channel, mode, initial=None, pull_up_down=None):
"""
Fake setup function.
Args:
channel:
mode:
initial:
pull_up_down:
Returns:
"""
pass
def add_event_detect(channel, edge_type, callback=None, bouncetime=0):
"""
Fake function to add a non-existent event detect.
Args:
channel:
edge_type:
callback:
bouncetime:
Returns:
"""
pass
def event_detected(channel):
"""
Fake function to detect an event. Always returns false.
Args:
channel:
Returns:
"""
return False
def cleanup(channel=None):
"""
Fake cleanup function.
Args:
channel:
Returns:
"""
pass

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@ -1,59 +0,0 @@
"""Handle inputs from the GPIO pins on the Raspberry Pi and converting them to events to be used in other places (
pygame, etc.)"""
import importlib.util
# If the RPi.GPIO module is not found (aka the program is not running on a Pi), import the fake
# GPIO module instead to prevent a crash.
#ON_HARDWARE = None # Flag to tell other methods if the program is running on hardware or not
import pocket_friends.game_files.io.fake_gpio as GPIO
ON_HARDWARE = False
# Dictionary of all the buttons used and what their corresponding GPIO codes are
BUTTONS = {
'a': 31, # A button
'b': 29, # B button
'j_i': 7, # Joystick in
'j_u': 11, # Joystick up
'j_d': 15, # Joystick down
'j_l': 13, # Joystick left
'j_r': 16 # Joystick right
}
def setup():
"""Prime the GPIO pins for reading the inputs of the buttons."""
GPIO.setmode(GPIO.BOARD)
GPIO.setup(BUTTONS.get('a'), GPIO.IN)
GPIO.setup(BUTTONS.get('b'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_i'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_u'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_d'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_l'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_r'), GPIO.IN)
GPIO.add_event_detect(BUTTONS.get('a'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('b'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_i'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_u'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_d'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_l'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_r'), GPIO.FALLING)
def teardown():
"""Clean up the GPIO handler."""
GPIO.cleanup()
def get_press(button):
"""
Checks if a given button code has been pressed and returns a bool depending on the state.
Args:
button: button to be detected
Returns: True if the button is has been pressed, False otherwise
"""
return GPIO.event_detected(button)

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@ -1,6 +1,4 @@
import pygame import pygame
import pocket_friends.game_files.io.gpio_handler as gpio_handler
class InputHandler: class InputHandler:
""" """
@ -37,17 +35,6 @@ class InputHandler:
pygame.event.post(pygame.event.Event(pygame.KEYUP, {'key': pressed_button})) pygame.event.post(pygame.event.Event(pygame.KEYUP, {'key': pressed_button}))
self.last_input_tick = pygame.time.get_ticks() self.last_input_tick = pygame.time.get_ticks()
def handle_gpio(self):
"""
Handle GPIO events and create events for them.
"""
for pressed_button in gpio_handler.BUTTONS:
code = gpio_handler.BUTTONS.get(pressed_button)
# Check if a button has been pressed. If it has, create a pygame event for it.
if gpio_handler.get_press(code):
self.create_event(code)
def handle_keyboard(self): def handle_keyboard(self):
"""Handle keyboard presses and generate corresponding GPIO codes to create events.""" """Handle keyboard presses and generate corresponding GPIO codes to create events."""
@ -57,25 +44,22 @@ class InputHandler:
running = False running = False
if keyboard_event.type == pygame.KEYDOWN: if keyboard_event.type == pygame.KEYDOWN:
if keyboard_event.key == pygame.K_a: if keyboard_event.key == pygame.K_a:
self.create_event(gpio_handler.BUTTONS.get('a')) self.create_event(pygame.K_a)
if keyboard_event.key == pygame.K_b: if keyboard_event.key == pygame.K_b:
self.create_event(gpio_handler.BUTTONS.get('b')) self.create_event(pygame.K_b)
if keyboard_event.key == pygame.K_PERIOD: if keyboard_event.key == pygame.K_KP_ENTER:
self.create_event(gpio_handler.BUTTONS.get('j_i')) self.create_event(pygame.K_KP_ENTER)
if keyboard_event.key == pygame.K_RIGHT: if keyboard_event.key == pygame.K_RIGHT:
self.create_event(gpio_handler.BUTTONS.get('j_r')) self.create_event(pygame.K_RIGHT)
if keyboard_event.key == pygame.K_LEFT: if keyboard_event.key == pygame.K_LEFT:
self.create_event(gpio_handler.BUTTONS.get('j_l')) self.create_event(pygame.K_LEFT)
if keyboard_event.key == pygame.K_DOWN: if keyboard_event.key == pygame.K_DOWN:
self.create_event(gpio_handler.BUTTONS.get('j_d')) self.create_event(pygame.K_DOWN)
if keyboard_event.key == pygame.K_UP: if keyboard_event.key == pygame.K_UP:
self.create_event(gpio_handler.BUTTONS.get('j_u')) self.create_event(pygame.K_UP)
if keyboard_event.key == pygame.K_ESCAPE: if keyboard_event.key == pygame.K_ESCAPE:
running = False running = False
def update(self): def update(self):
"""Run either the GPIO handler or the keyboard handler to check for input and create events.""" """Run either the GPIO handler or the keyboard handler to check for input and create events."""
if gpio_handler.ON_HARDWARE: self.handle_keyboard()
self.handle_gpio()
else:
self.handle_keyboard()

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@ -1,6 +1,5 @@
import pygame import pygame
from ..elements import sprites from ..elements import sprites
import pocket_friends.game_files.io.gpio_handler as gpio_handler
from ..io.input_handler import InputHandler from ..io.input_handler import InputHandler
@ -133,15 +132,15 @@ class Surface(pygame.Surface):
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
if event.key == gpio_handler.BUTTONS.get('j_r'): if event.key == pygame.K_RIGHT:
self.sel_right() self.sel_right()
if event.key == gpio_handler.BUTTONS.get('j_l'): if event.key == pygame.K_LEFT:
self.sel_left() self.sel_left()
if event.key == gpio_handler.BUTTONS.get('j_d'): if event.key == pygame.K_DOWN:
self.sel_down() self.sel_down()
if event.key == gpio_handler.BUTTONS.get('j_u'): if event.key == pygame.K_UP:
self.sel_up() self.sel_up()
if event.key == gpio_handler.BUTTONS.get('a'): if event.key == pygame.K_a:
self.additional_args = {'selected_egg': self.selected_color} self.additional_args = {'selected_egg': self.selected_color}
self.next_surface = 'selection_info' self.next_surface = 'selection_info'
self.running = False self.running = False

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@ -1,6 +1,5 @@
import pygame import pygame
from pocket_friends.game_files.io import gpio_handler
from pocket_friends.game_files.io.input_handler import InputHandler from pocket_friends.game_files.io.input_handler import InputHandler
@ -36,6 +35,6 @@ class Surface(pygame.Surface):
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
if event.key == gpio_handler.BUTTONS.get('b'): if event.key == pygame.K_b:
self.running = False self.running = False
print('stop') print('stop')

View File

@ -1,6 +1,5 @@
import pygame import pygame
from ..elements import sprites from ..elements import sprites
import pocket_friends.game_files.io.gpio_handler as gpio_handler
from ..io.input_handler import InputHandler from ..io.input_handler import InputHandler
@ -56,17 +55,17 @@ class Surface(pygame.Surface):
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
if event.key == gpio_handler.BUTTONS.get('j_d'): if event.key == pygame.K_DOWN:
# Scroll down on the info screen. # Scroll down on the info screen.
self.info_text.scroll_down() self.info_text.scroll_down()
if event.key == gpio_handler.BUTTONS.get('j_u'): if event.key == pygame.K_UP:
# Scroll up on the info screen. # Scroll up on the info screen.
self.info_text.scroll_up() self.info_text.scroll_up()
if event.key == gpio_handler.BUTTONS.get('a'): if event.key == pygame.K_a:
self.running = False self.running = False
self.additional_args = {'selected_color': self.selected_egg} self.additional_args = {'selected_color': self.selected_egg}
self.next_surface = 'playground' self.next_surface = 'playground'
if event.key == gpio_handler.BUTTONS.get('b'): if event.key == pygame.K_b:
self.running = False self.running = False
self.additional_args = {'selected_color': self.selected_egg} self.additional_args = {'selected_color': self.selected_egg}
self.next_surface = 'egg_select' self.next_surface = 'egg_select'