Gamepad
package com.arcrobotics.ftclib.gamepad
Last updated
package com.arcrobotics.ftclib.gamepad
Last updated
The FTCLib provides enhanced Gamepad features. These classes are essentially extensions of the stock FTC SDK Gamepad features but with easier implementation methods.
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
.
Buttons |
---|
Trigger |
---|
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
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.
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.
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.
The ButtonReader
class 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 ButtonReader
s. 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.
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.
Y
X
A
B
LEFT_BUMPER
RIGHT_BUMPER
BACK
START
DPAD_UP
DPAD_DOWN
DPAD_LEFT
DPAD_RIGHT
LEFT_STICK_BUTTON
RIGHT_STICK_BUTTON
LEFT_TRIGGER
RIGHT_TRIGGER