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Added comment about difference bewteen getButtonPress and getButtonClick
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7
PS3USB.h
7
PS3USB.h
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@ -68,8 +68,15 @@ public:
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void setMoveBdaddr(uint8_t* BDADDR);
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void setMoveBdaddr(uint8_t* BDADDR);
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/* PS3 Controller Commands */
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/* PS3 Controller Commands */
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/*
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getButtonPress will return true as long as the button is held down
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While getButtonClick will only return it once
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So you instance if you need to increase a variable once you would use getButtonClick,
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but if you need to drive a robot forward you would use getButtonPress
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*/
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bool getButtonPress(Button b);
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bool getButtonPress(Button b);
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bool getButtonClick(Button b);
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bool getButtonClick(Button b);
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uint8_t getAnalogButton(AnalogButton a);
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uint8_t getAnalogButton(AnalogButton a);
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uint8_t getAnalogHat(AnalogHat a);
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uint8_t getAnalogHat(AnalogHat a);
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uint16_t getSensor(Sensor a);
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uint16_t getSensor(Sensor a);
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7
Wii.h
7
Wii.h
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@ -105,8 +105,15 @@ public:
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virtual void Reset(); // Use this to reset the service
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virtual void Reset(); // Use this to reset the service
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virtual void disconnect(); // Use this void to disconnect any of the controllers
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virtual void disconnect(); // Use this void to disconnect any of the controllers
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/*
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getButtonPress will return true as long as the button is held down
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While getButtonClick will only return it once
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So you instance if you need to increase a variable once you would use getButtonClick,
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but if you need to drive a robot forward you would use getButtonPress
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*/
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bool getButtonPress(Button b); // This will read true as long as the button is held down
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bool getButtonPress(Button b); // This will read true as long as the button is held down
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bool getButtonClick(Button b); // This will only be true when the button is clicked the first time
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bool getButtonClick(Button b); // This will only be true when the button is clicked the first time
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uint8_t getAnalogHat(AnalogHat a); // Used to read the joystick of the Nunchuck
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uint8_t getAnalogHat(AnalogHat a); // Used to read the joystick of the Nunchuck
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double getPitch() { return pitch; }; // Fusioned angle using a complimentary filter if the Motion Plus is connected
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double getPitch() { return pitch; }; // Fusioned angle using a complimentary filter if the Motion Plus is connected
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