This is my first year of vex.
I am taking on the role of programmer.
I have had this idea for rapid autonomous creation, recording the driver. Instead of the usual array/debugger dump of raw streams of power levels, I had the idea of extracting functions from driver movement.
I wont go into the details, and I can code it myself, but I need some help.
There is one thing I am unable to do simply because of my lack of coding experience.
I want to create a for loop that checks every joystick button one by one.
For example:
struct button
{
bool pressed;
}
for(int i = 0; i>12; i++) //12 is number of buttons on the joystick
{
struct button button<cycle through buttons>;
}
I want there to then be:
struct button button6U;
struct button button6D;
struct button button6R;
etc.
Then, I want this:
for(int i = 0; i>12; i++) // 12 is number of buttons on the joystick
{
if(VexRT[<currentButton>])
{
button<currentButton>.pressed = true;
}
}
I have no idea how to do this, with a wildcard modifing the actual variable name I am writing to.
A couple thoughts: A for statement would have no idea how to advance the order of joystick buttons. So something I think I might need is:
orderOfButtons
{
VexRT[6U];
VexRT[6D];
VexRT[6R];
// etc.
}
I just cant seem to figure out how to have a variable defining what VexRT[]
button I am reading from.
Any help would be appreciated! Thanks.
Sounds like you want an array:
#define NUMBER_OF_BUTTONS 12
...
struct button VexRT[NUMBER_OF_BUTTONS];
If you want to use symbolic constants to refer to specific buttons in the array, you can use an enumeration:
enum btn_id { BTN_6U, // maps to 0
BTN_6D, // maps to 1
BTN_6R, // maps to 2
...
}
Enumeration constants are represented as integers, and by default they start at 0 and increment by 1. You can initialize them to different values if you want, and multiple enumeration constants can map to the same value. I take advantage of this when I want to identify a "first" and "last" enumeration for looping, like so:
enum btn_id {
BTN_6U,
BTN_FIRST = BTN_6U, // both BTN_FIRST and BTN_6U will map to 0
BTN_6D,
BTN_6R,
...
BTN_whatever,
BTN_LAST
};
Thus, VexRT[BTN_6U]
maps to VexRT[0]
, VexRT[BTN_6D]
maps to VexRT[1]
, etc.
Note that this way, you don't have to loop through all the buttons just to set one:
enum btn_id currentButton = BTN_6D;
...
VexRT[currentButton].pressed = true;
If you do want to loop through the whole set, you can use
for ( enum btn_id i = BTN_FIRST; i < BTN_LAST; i++ )
{
VexRT[i].pressed = false;
}