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[examples] Renovate command-based examples (#4409)
Refactor some examples to use newer features, such as HID factories, library-provided command factories, CommandPtr (C++), as well as new idioms such as static/instance command factories.
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@@ -4,16 +4,10 @@
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#pragma once
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#include <frc/XboxController.h>
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#include <frc/smartdashboard/SendableChooser.h>
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#include <frc2/command/Command.h>
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#include <frc2/command/ConditionalCommand.h>
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#include <frc2/command/InstantCommand.h>
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#include <frc2/command/ParallelRaceGroup.h>
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#include <frc2/command/RunCommand.h>
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#include <frc2/command/SequentialCommandGroup.h>
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#include <frc2/command/WaitCommand.h>
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#include <frc2/command/WaitUntilCommand.h>
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#include <frc2/command/CommandPtr.h>
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#include <frc2/command/Commands.h>
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#include <frc2/command/button/CommandXboxController.h>
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#include "Constants.h"
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#include "subsystems/DriveSubsystem.h"
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@@ -32,65 +26,47 @@ class RobotContainer {
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public:
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RobotContainer();
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// The chooser for the autonomous routines
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frc2::Command* GetAutonomousCommand();
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private:
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// The driver's controller
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frc::XboxController m_driverController{OIConstants::kDriverControllerPort};
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// The robot's subsystems and commands are defined here...
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frc2::CommandXboxController m_driverController{
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OIConstants::kDriverControllerPort};
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// The robot's subsystems
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DriveSubsystem m_drive;
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ShooterSubsystem m_shooter;
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// A simple autonomous routine that shoots the loaded frisbees
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// RobotContainer-owned commands
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// (These variables will still be valid after binding, because we don't move
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// ownership)
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frc2::CommandPtr m_spinUpShooter =
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frc2::cmd::RunOnce([this] { m_shooter.Enable(); }, {&m_shooter});
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frc2::CommandPtr m_stopShooter =
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frc2::cmd::RunOnce([this] { m_shooter.Disable(); }, {&m_shooter});
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// An autonomous routine that shoots the loaded frisbees
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frc2::CommandPtr m_autonomousCommand =
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frc2::SequentialCommandGroup{
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frc2::cmd::Sequence(
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// Start the command by spinning up the shooter...
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frc2::InstantCommand([this] { m_shooter.Enable(); }, {&m_shooter}),
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frc2::cmd::RunOnce([this] { m_shooter.Enable(); }, {&m_shooter}),
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// Wait until the shooter is at speed before feeding the frisbees
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frc2::WaitUntilCommand([this] { return m_shooter.AtSetpoint(); }),
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frc2::cmd::WaitUntil([this] { return m_shooter.AtSetpoint(); }),
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// Start running the feeder
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frc2::InstantCommand([this] { m_shooter.RunFeeder(); }, {&m_shooter}),
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frc2::cmd::RunOnce([this] { m_shooter.RunFeeder(); }, {&m_shooter}),
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// Shoot for the specified time
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frc2::WaitCommand(ac::kAutoShootTimeSeconds)}
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frc2::cmd::Wait(ac::kAutoShootTimeSeconds))
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// Add a timeout (will end the command if, for instance, the shooter
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// never gets up to speed)
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.WithTimeout(ac::kAutoTimeoutSeconds)
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// When the command ends, turn off the shooter and the feeder
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.AndThen([this] {
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.AndThen(frc2::cmd::RunOnce([this] {
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m_shooter.Disable();
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m_shooter.StopFeeder();
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});
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// Assorted commands to be bound to buttons
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frc2::InstantCommand m_spinUpShooter{[this] { m_shooter.Enable(); },
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{&m_shooter}};
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frc2::InstantCommand m_stopShooter{[this] { m_shooter.Disable(); },
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{&m_shooter}};
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// Shoots if the shooter wheel has reached the target speed
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frc2::ConditionalCommand m_shoot{
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// Run the feeder
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frc2::InstantCommand{[this] { m_shooter.RunFeeder(); }, {&m_shooter}},
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// Do nothing
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frc2::InstantCommand(),
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// Determine which of the above to do based on whether the shooter has
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// reached the desired speed
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[this] { return m_shooter.AtSetpoint(); }};
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frc2::InstantCommand m_stopFeeder{[this] { m_shooter.StopFeeder(); },
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{&m_shooter}};
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frc2::InstantCommand m_driveHalfSpeed{[this] { m_drive.SetMaxOutput(0.5); },
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{}};
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frc2::InstantCommand m_driveFullSpeed{[this] { m_drive.SetMaxOutput(1); },
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{}};
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// The chooser for the autonomous routines
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}));
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void ConfigureButtonBindings();
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};
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