/******************************************************************
*  Super amazing PS2 controller Arduino Library v1.8
*		details and example sketch: 
*			http://www.billporter.info/?p=240
*
*    Original code by Shutter on Arduino Forums
*
*    Revamped, made into lib by and supporting continued development:
*              Bill Porter
*              www.billporter.info
*
*	 Contributers:
*		Eric Wetzel (thewetzel@gmail.com)
*		Kurt Eckhardt
*
*  Lib version history
*    0.1 made into library, added analog stick support. 
*    0.2 fixed config_gamepad miss-spelling
*        added new functions:
*          NewButtonState();
*          NewButtonState(unsigned int);
*          ButtonPressed(unsigned int);
*          ButtonReleased(unsigned int);
*        removed 'PS' from begining of ever function
*    1.0 found and fixed bug that wasn't configuring controller
*        added ability to define pins
*        added time checking to reconfigure controller if not polled enough
*        Analog sticks and pressures all through 'ps2x.Analog()' function
*        added:
*          enableRumble();
*          enablePressures();
*    1.1  
*        added some debug stuff for end user. Reports if no controller found
*        added auto-increasing sentence delay to see if it helps compatibility.
*    1.2
*        found bad math by Shutter for original clock. Was running at 50kHz, not the required 500kHz. 
*        fixed some of the debug reporting. 
*	1.3 
*	    Changed clock back to 50kHz. CuriousInventor says it's suppose to be 500kHz, but doesn't seem to work for everybody. 
*	1.4
*		Removed redundant functions.
*		Fixed mode check to include two other possible modes the controller could be in.
*       Added debug code enabled by compiler directives. See below to enable debug mode.
*		Added button definitions for shapes as well as colors.
*	1.41
*		Some simple bug fixes
*		Added Keywords.txt file
*	1.5
*		Added proper Guitar Hero compatibility
*		Fixed issue with DEBUG mode, had to send serial at once instead of in bits
*	1.6
*		Changed config_gamepad() call to include rumble and pressures options
*			This was to fix controllers that will only go into config mode once
*			Old methods should still work for backwards compatibility 
*    1.7
*		Integrated Kurt's fixes for the interrupts messing with servo signals
*		Reorganized directory so examples show up in Arduino IDE menu
*    1.8
*		Added Arduino 1.0 compatibility. 
*    1.9
*       Kurt - Added detection and recovery from dropping from analog mode, plus
*       integreated Chipkit (pic32mx...) support
*
*
*
*This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
<http://www.gnu.org/licenses/>
*  
******************************************************************/

// $$$$$$$$$$$$ DEBUG ENABLE SECTION $$$$$$$$$$$$$$$$
// to debug ps2 controller, uncomment these two lines to print out debug to uart
// #define PS2X_DEBUG
// #define PS2X_COM_DEBUG

#ifndef PS2X_lib_h
  #define PS2X_lib_h

#if ARDUINO > 22
  #include "Arduino.h"
#else
  #include "WProgram.h"
#endif

#include <math.h>
#include <stdio.h>
#include <stdint.h>
#ifdef __AVR__
  // AVR
  #include <avr/io.h>
  #define CTRL_CLK        4
  #define CTRL_BYTE_DELAY 3
#else
  // Pic32...
  #include <pins_arduino.h>
  #define CTRL_CLK        5
  #define CTRL_CLK_HIGH   5
  #define CTRL_BYTE_DELAY 4
#endif 

//These are our button constants
#define PSB_SELECT      0x0001
#define PSB_L3          0x0002
#define PSB_R3          0x0004
#define PSB_START       0x0008
#define PSB_PAD_UP      0x0010
#define PSB_PAD_RIGHT   0x0020
#define PSB_PAD_DOWN    0x0040
#define PSB_PAD_LEFT    0x0080
#define PSB_L2          0x0100
#define PSB_R2          0x0200
#define PSB_L1          0x0400
#define PSB_R1          0x0800
#define PSB_GREEN       0x1000
#define PSB_RED         0x2000
#define PSB_BLUE        0x4000
#define PSB_PINK        0x8000
#define PSB_TRIANGLE    0x1000
#define PSB_CIRCLE      0x2000
#define PSB_CROSS       0x4000
#define PSB_SQUARE      0x8000

//Guitar  button constants
#define UP_STRUM		0x0010
#define DOWN_STRUM		0x0040
#define STAR_POWER		0x0100
#define GREEN_FRET		0x0200
#define YELLOW_FRET		0x1000
#define RED_FRET		0x2000
#define BLUE_FRET		0x4000
#define ORANGE_FRET		0x8000
#define WHAMMY_BAR		8

//These are stick values
#define PSS_RX 5
#define PSS_RY 6
#define PSS_LX 7
#define PSS_LY 8

//These are analog buttons
#define PSAB_PAD_RIGHT    9
#define PSAB_PAD_UP      11
#define PSAB_PAD_DOWN    12
#define PSAB_PAD_LEFT    10
#define PSAB_L2          19
#define PSAB_R2          20
#define PSAB_L1          17
#define PSAB_R1          18
#define PSAB_GREEN       13
#define PSAB_RED         14
#define PSAB_BLUE        15
#define PSAB_PINK        16
#define PSAB_TRIANGLE    13
#define PSAB_CIRCLE      14
#define PSAB_CROSS       15
#define PSAB_SQUARE      16

#define SET(x,y) (x|=(1<<y))
#define CLR(x,y) (x&=(~(1<<y)))
#define CHK(x,y) (x & (1<<y))
#define TOG(x,y) (x^=(1<<y))

class PS2X {
  public:
    boolean Button(uint16_t);                //will be TRUE if button is being pressed
    unsigned int ButtonDataByte();
    boolean NewButtonState();
    boolean NewButtonState(unsigned int);    //will be TRUE if button was JUST pressed OR released
    boolean ButtonPressed(unsigned int);     //will be TRUE if button was JUST pressed
    boolean ButtonReleased(unsigned int);    //will be TRUE if button was JUST released
    void read_gamepad();
    boolean  read_gamepad(boolean, byte);
    byte readType();
    byte config_gamepad(uint8_t, uint8_t, uint8_t, uint8_t);
    byte config_gamepad(uint8_t, uint8_t, uint8_t, uint8_t, bool, bool);
    void enableRumble();
    bool enablePressures();
    byte Analog(byte);
    void reconfig_gamepad();

  private:
    inline void CLK_SET(void);
    inline void CLK_CLR(void);
    inline void CMD_SET(void);
    inline void CMD_CLR(void);
    inline void ATT_SET(void);
    inline void ATT_CLR(void);
    inline bool DAT_CHK(void);
    
    unsigned char _gamepad_shiftinout (char);
    unsigned char PS2data[21];
    void sendCommandString(byte*, byte);
    unsigned char i;
    unsigned int last_buttons;
    unsigned int buttons;
	
    #ifdef __AVR__
      uint8_t maskToBitNum(uint8_t);
      uint8_t _clk_mask; 
      volatile uint8_t *_clk_oreg;
      uint8_t _cmd_mask; 
      volatile uint8_t *_cmd_oreg;
      uint8_t _att_mask; 
      volatile uint8_t *_att_oreg;
      uint8_t _dat_mask; 
      volatile uint8_t *_dat_ireg;
    #else
      uint8_t maskToBitNum(uint8_t);
      uint16_t _clk_mask; 
      volatile uint32_t *_clk_lport_set;
      volatile uint32_t *_clk_lport_clr;
      uint16_t _cmd_mask; 
      volatile uint32_t *_cmd_lport_set;
      volatile uint32_t *_cmd_lport_clr;
      uint16_t _att_mask; 
      volatile uint32_t *_att_lport_set;
      volatile uint32_t *_att_lport_clr;
      uint16_t _dat_mask; 
      volatile uint32_t *_dat_lport;
    #endif
	
    unsigned long last_read;
    byte read_delay;
    byte controller_type;
    boolean en_Rumble;
    boolean en_Pressures;
};

#endif



