[wpilib,cmd] Rename gamepad face-button trigger APIs to directional names (faceUp/Down/Left/Right) (#8896)

This updates gamepad trigger naming from cardinal-style face buttons
(`northFace/southFace/eastFace/westFace` and
`NorthFace/SouthFace/EastFace/WestFace`) to directional naming
(`faceUp/faceDown/faceRight/faceLeft` and
`FaceUp/FaceDown/FaceRight/FaceLeft`) to match the requested API shape.
The change is applied across Java and C++ HID/command layers, along with
related examples and binding metadata.

- **API surface updates (Java)**
  - Renamed trigger/event methods in:
    - `wpilibj` `Gamepad`
    - `commandsv2` `CommandGamepad`
    - `commandsv3` `CommandGamepad`
  - Mapping preserved:
    - `southFace` → `faceDown`
    - `eastFace` → `faceRight`
    - `westFace` → `faceLeft`
    - `northFace` → `faceUp`

- **API surface updates (C++)**
  - Renamed trigger/event methods in:
    - `wpilibc` `Gamepad`
    - `commandsv2` `CommandGamepad`
  - Mapping preserved:
    - `SouthFace` → `FaceDown`
    - `EastFace` → `FaceRight`
    - `WestFace` → `FaceLeft`
    - `NorthFace` → `FaceUp`

- **Python semiwrap updates**
- Updated `wpilibc/src/main/python/semiwrap/Gamepad.yml` method mappings
to the renamed C++ method names (`FaceDown/FaceRight/FaceLeft/FaceUp`).

- **Callsite migration**
- Updated Java examples/template code and C++ examples/template code to
use the new method names so samples remain aligned with the API rename.

- **Docs/comments alignment**
- Updated related Javadoc/reference text and example comments to use
directional terminology.

```java
// Before
driverController.southFace().onTrue(command);
driverController.eastFace().onTrue(command);

// After
driverController.faceDown().onTrue(command);
driverController.faceRight().onTrue(command);
```

```cpp
// Before
driverController.SouthFace().OnTrue(command);
driverController.EastFace().OnTrue(command);

// After
driverController.FaceDown().OnTrue(command);
driverController.FaceRight().OnTrue(command);
```

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: ThadHouse <7727148+ThadHouse@users.noreply.github.com>
This commit is contained in:
Thad House
2026-05-14 22:08:57 -07:00
committed by GitHub
parent 67b795057b
commit fa24446ce3
20 changed files with 173 additions and 173 deletions

View File

@@ -61,90 +61,90 @@ public class CommandGamepad extends CommandGenericHID {
}
/**
* Constructs a Trigger instance around the South Face button's digital signal.
* Constructs a Trigger instance around the Face Down button's digital signal.
*
* @return a Trigger instance representing the South Face button's digital signal attached to the
* @return a Trigger instance representing the Face Down button's digital signal attached to the
* {@link CommandScheduler#getDefaultButtonLoop() default scheduler button loop}.
* @see #southFace(EventLoop)
* @see #faceDown(EventLoop)
*/
public Trigger southFace() {
return southFace(CommandScheduler.getInstance().getDefaultButtonLoop());
public Trigger faceDown() {
return faceDown(CommandScheduler.getInstance().getDefaultButtonLoop());
}
/**
* Constructs a Trigger instance around the South Face button's digital signal.
* Constructs a Trigger instance around the Face Down button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return a Trigger instance representing the South Face button's digital signal attached to the
* @return a Trigger instance representing the Face Down button's digital signal attached to the
* given loop.
*/
public Trigger southFace(EventLoop loop) {
public Trigger faceDown(EventLoop loop) {
return button(Gamepad.Button.SOUTH_FACE, loop);
}
/**
* Constructs a Trigger instance around the East Face button's digital signal.
* Constructs a Trigger instance around the Face Right button's digital signal.
*
* @return a Trigger instance representing the East Face button's digital signal attached to the
* @return a Trigger instance representing the Face Right button's digital signal attached to the
* {@link CommandScheduler#getDefaultButtonLoop() default scheduler button loop}.
* @see #eastFace(EventLoop)
* @see #faceRight(EventLoop)
*/
public Trigger eastFace() {
return eastFace(CommandScheduler.getInstance().getDefaultButtonLoop());
public Trigger faceRight() {
return faceRight(CommandScheduler.getInstance().getDefaultButtonLoop());
}
/**
* Constructs a Trigger instance around the East Face button's digital signal.
* Constructs a Trigger instance around the Face Right button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return a Trigger instance representing the East Face button's digital signal attached to the
* @return a Trigger instance representing the Face Right button's digital signal attached to the
* given loop.
*/
public Trigger eastFace(EventLoop loop) {
public Trigger faceRight(EventLoop loop) {
return button(Gamepad.Button.EAST_FACE, loop);
}
/**
* Constructs a Trigger instance around the West Face button's digital signal.
* Constructs a Trigger instance around the Face Left button's digital signal.
*
* @return a Trigger instance representing the West Face button's digital signal attached to the
* @return a Trigger instance representing the Face Left button's digital signal attached to the
* {@link CommandScheduler#getDefaultButtonLoop() default scheduler button loop}.
* @see #westFace(EventLoop)
* @see #faceLeft(EventLoop)
*/
public Trigger westFace() {
return westFace(CommandScheduler.getInstance().getDefaultButtonLoop());
public Trigger faceLeft() {
return faceLeft(CommandScheduler.getInstance().getDefaultButtonLoop());
}
/**
* Constructs a Trigger instance around the West Face button's digital signal.
* Constructs a Trigger instance around the Face Left button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return a Trigger instance representing the West Face button's digital signal attached to the
* @return a Trigger instance representing the Face Left button's digital signal attached to the
* given loop.
*/
public Trigger westFace(EventLoop loop) {
public Trigger faceLeft(EventLoop loop) {
return button(Gamepad.Button.WEST_FACE, loop);
}
/**
* Constructs a Trigger instance around the North Face button's digital signal.
* Constructs a Trigger instance around the Face Up button's digital signal.
*
* @return a Trigger instance representing the North Face button's digital signal attached to the
* @return a Trigger instance representing the Face Up button's digital signal attached to the
* {@link CommandScheduler#getDefaultButtonLoop() default scheduler button loop}.
* @see #northFace(EventLoop)
* @see #faceUp(EventLoop)
*/
public Trigger northFace() {
return northFace(CommandScheduler.getInstance().getDefaultButtonLoop());
public Trigger faceUp() {
return faceUp(CommandScheduler.getInstance().getDefaultButtonLoop());
}
/**
* Constructs a Trigger instance around the North Face button's digital signal.
* Constructs a Trigger instance around the Face Up button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return a Trigger instance representing the North Face button's digital signal attached to the
* @return a Trigger instance representing the Face Up button's digital signal attached to the
* given loop.
*/
public Trigger northFace(EventLoop loop) {
public Trigger faceUp(EventLoop loop) {
return button(Gamepad.Button.NORTH_FACE, loop);
}

View File

@@ -20,19 +20,19 @@ Trigger CommandGamepad::Button(enum wpi::Gamepad::Button button,
return CommandGenericHID::Button(static_cast<int>(button), loop);
}
Trigger CommandGamepad::SouthFace(wpi::EventLoop* loop) const {
Trigger CommandGamepad::FaceDown(wpi::EventLoop* loop) const {
return Button(wpi::Gamepad::Button::SOUTH_FACE, loop);
}
Trigger CommandGamepad::EastFace(wpi::EventLoop* loop) const {
Trigger CommandGamepad::FaceRight(wpi::EventLoop* loop) const {
return Button(wpi::Gamepad::Button::EAST_FACE, loop);
}
Trigger CommandGamepad::WestFace(wpi::EventLoop* loop) const {
Trigger CommandGamepad::FaceLeft(wpi::EventLoop* loop) const {
return Button(wpi::Gamepad::Button::WEST_FACE, loop);
}
Trigger CommandGamepad::NorthFace(wpi::EventLoop* loop) const {
Trigger CommandGamepad::FaceUp(wpi::EventLoop* loop) const {
return Button(wpi::Gamepad::Button::NORTH_FACE, loop);
}

View File

@@ -46,52 +46,52 @@ class CommandGamepad : public CommandGenericHID {
.GetDefaultButtonLoop()) const;
/**
* Constructs a Trigger instance around the South Face button's
* Constructs a Trigger instance around the Face Down button's
* digital signal.
*
* @param loop the event loop instance to attach the event to. Defaults to the
* CommandScheduler's default loop.
* @return a Trigger instance representing the South Face button's
* @return a Trigger instance representing the Face Down button's
* digital signal attached to the given loop.
*/
Trigger SouthFace(wpi::EventLoop* loop = CommandScheduler::GetInstance()
.GetDefaultButtonLoop()) const;
/**
* Constructs a Trigger instance around the East Face button's
* digital signal.
*
* @param loop the event loop instance to attach the event to. Defaults to the
* CommandScheduler's default loop.
* @return a Trigger instance representing the East Face button's
* digital signal attached to the given loop.
*/
Trigger EastFace(wpi::EventLoop* loop = CommandScheduler::GetInstance()
Trigger FaceDown(wpi::EventLoop* loop = CommandScheduler::GetInstance()
.GetDefaultButtonLoop()) const;
/**
* Constructs a Trigger instance around the West Face button's
* Constructs a Trigger instance around the Face Right button's
* digital signal.
*
* @param loop the event loop instance to attach the event to. Defaults to the
* CommandScheduler's default loop.
* @return a Trigger instance representing the West Face button's
* @return a Trigger instance representing the Face Right button's
* digital signal attached to the given loop.
*/
Trigger WestFace(wpi::EventLoop* loop = CommandScheduler::GetInstance()
Trigger FaceRight(wpi::EventLoop* loop = CommandScheduler::GetInstance()
.GetDefaultButtonLoop()) const;
/**
* Constructs a Trigger instance around the Face Left button's
* digital signal.
*
* @param loop the event loop instance to attach the event to. Defaults to the
* CommandScheduler's default loop.
* @return a Trigger instance representing the Face Left button's
* digital signal attached to the given loop.
*/
Trigger FaceLeft(wpi::EventLoop* loop = CommandScheduler::GetInstance()
.GetDefaultButtonLoop()) const;
/**
* Constructs a Trigger instance around the North Face button's
* Constructs a Trigger instance around the Face Up button's
* digital signal.
*
* @param loop the event loop instance to attach the event to. Defaults to the
* CommandScheduler's default loop.
* @return a Trigger instance representing the North Face button's
* @return a Trigger instance representing the Face Up button's
* digital signal attached to the given loop.
*/
Trigger NorthFace(wpi::EventLoop* loop = CommandScheduler::GetInstance()
.GetDefaultButtonLoop()) const;
Trigger FaceUp(wpi::EventLoop* loop = CommandScheduler::GetInstance()
.GetDefaultButtonLoop()) const;
/**
* Constructs a Trigger instance around the Back button's

View File

@@ -19,7 +19,7 @@ import org.wpilib.units.measure.Time;
/**
* Triggers allow users to specify conditions for when commands should run. Triggers can be set up
* to read from joystick and controller buttons (eg {@link
* org.wpilib.command3.button.CommandGamepad#southFace()}) or be customized to read sensor values or
* org.wpilib.command3.button.CommandGamepad#faceDown()}) or be customized to read sensor values or
* any other arbitrary true/false condition.
*
* <p>It is very easy to link a button to a command. For instance, you could link the trigger button

View File

@@ -50,98 +50,98 @@ public class CommandGamepad extends CommandGenericHID {
}
/**
* Constructs a Trigger instance around the South Face button's digital signal.
* Constructs a Trigger instance around the Face Down button's digital signal.
*
* @return a Trigger instance representing the South Face button's digital signal attached to the
* @return a Trigger instance representing the Face Down button's digital signal attached to the
* {@link Scheduler#getDefaultEventLoop() default scheduler event loop} on the scheduler
* passed to the controller's constructor, or the {@link Scheduler#getDefault default
* scheduler} if a scheduler was not explicitly provided.
* @see #southFace(EventLoop)
* @see #faceDown(EventLoop)
*/
public Trigger southFace() {
return southFace(getScheduler().getDefaultEventLoop());
public Trigger faceDown() {
return faceDown(getScheduler().getDefaultEventLoop());
}
/**
* Constructs a Trigger instance around the South Face button's digital signal.
* Constructs a Trigger instance around the Face Down button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return a Trigger instance representing the South Face button's digital signal attached to the
* @return a Trigger instance representing the Face Down button's digital signal attached to the
* given loop.
*/
public Trigger southFace(EventLoop loop) {
public Trigger faceDown(EventLoop loop) {
return button(Gamepad.Button.SOUTH_FACE.value, loop);
}
/**
* Constructs a Trigger instance around the East Face button's digital signal.
* Constructs a Trigger instance around the Face Right button's digital signal.
*
* @return a Trigger instance representing the East Face button's digital signal attached to the
* @return a Trigger instance representing the Face Right button's digital signal attached to the
* {@link Scheduler#getDefaultEventLoop() default scheduler event loop} on the scheduler
* passed to the controller's constructor, or the {@link Scheduler#getDefault default
* scheduler} if a scheduler was not explicitly provided.
* @see #eastFace(EventLoop)
* @see #faceRight(EventLoop)
*/
public Trigger eastFace() {
return eastFace(getScheduler().getDefaultEventLoop());
public Trigger faceRight() {
return faceRight(getScheduler().getDefaultEventLoop());
}
/**
* Constructs a Trigger instance around the East Face button's digital signal.
* Constructs a Trigger instance around the Face Right button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return a Trigger instance representing the East Face button's digital signal attached to the
* @return a Trigger instance representing the Face Right button's digital signal attached to the
* given loop.
*/
public Trigger eastFace(EventLoop loop) {
public Trigger faceRight(EventLoop loop) {
return button(Gamepad.Button.EAST_FACE.value, loop);
}
/**
* Constructs a Trigger instance around the West Face button's digital signal.
* Constructs a Trigger instance around the Face Left button's digital signal.
*
* @return a Trigger instance representing the West Face button's digital signal attached to the
* @return a Trigger instance representing the Face Left button's digital signal attached to the
* {@link Scheduler#getDefaultEventLoop() default scheduler event loop} on the scheduler
* passed to the controller's constructor, or the {@link Scheduler#getDefault default
* scheduler} if a scheduler was not explicitly provided.
* @see #westFace(EventLoop)
* @see #faceLeft(EventLoop)
*/
public Trigger westFace() {
return westFace(getScheduler().getDefaultEventLoop());
public Trigger faceLeft() {
return faceLeft(getScheduler().getDefaultEventLoop());
}
/**
* Constructs a Trigger instance around the West Face button's digital signal.
* Constructs a Trigger instance around the Face Left button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return a Trigger instance representing the West Face button's digital signal attached to the
* @return a Trigger instance representing the Face Left button's digital signal attached to the
* given loop.
*/
public Trigger westFace(EventLoop loop) {
public Trigger faceLeft(EventLoop loop) {
return button(Gamepad.Button.WEST_FACE.value, loop);
}
/**
* Constructs a Trigger instance around the North Face button's digital signal.
* Constructs a Trigger instance around the Face Up button's digital signal.
*
* @return a Trigger instance representing the North Face button's digital signal attached to the
* @return a Trigger instance representing the Face Up button's digital signal attached to the
* {@link Scheduler#getDefaultEventLoop() default scheduler event loop} on the scheduler
* passed to the controller's constructor, or the {@link Scheduler#getDefault default
* scheduler} if a scheduler was not explicitly provided.
* @see #northFace(EventLoop)
* @see #faceUp(EventLoop)
*/
public Trigger northFace() {
return northFace(getScheduler().getDefaultEventLoop());
public Trigger faceUp() {
return faceUp(getScheduler().getDefaultEventLoop());
}
/**
* Constructs a Trigger instance around the North Face button's digital signal.
* Constructs a Trigger instance around the Face Up button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return a Trigger instance representing the North Face button's digital signal attached to the
* @return a Trigger instance representing the Face Up button's digital signal attached to the
* given loop.
*/
public Trigger northFace(EventLoop loop) {
public Trigger faceUp(EventLoop loop) {
return button(Gamepad.Button.NORTH_FACE.value, loop);
}

View File

@@ -70,7 +70,7 @@ bool Gamepad::GetSouthFaceButtonReleased() {
return GetButtonReleased(Button::SOUTH_FACE);
}
BooleanEvent Gamepad::SouthFace(EventLoop* loop) const {
BooleanEvent Gamepad::FaceDown(EventLoop* loop) const {
return BooleanEvent(loop, [this]() { return this->GetSouthFaceButton(); });
}
@@ -86,7 +86,7 @@ bool Gamepad::GetEastFaceButtonReleased() {
return GetButtonReleased(Button::EAST_FACE);
}
BooleanEvent Gamepad::EastFace(EventLoop* loop) const {
BooleanEvent Gamepad::FaceRight(EventLoop* loop) const {
return BooleanEvent(loop, [this]() { return this->GetEastFaceButton(); });
}
@@ -102,7 +102,7 @@ bool Gamepad::GetWestFaceButtonReleased() {
return GetButtonReleased(Button::WEST_FACE);
}
BooleanEvent Gamepad::WestFace(EventLoop* loop) const {
BooleanEvent Gamepad::FaceLeft(EventLoop* loop) const {
return BooleanEvent(loop, [this]() { return this->GetWestFaceButton(); });
}
@@ -118,7 +118,7 @@ bool Gamepad::GetNorthFaceButtonReleased() {
return GetButtonReleased(Button::NORTH_FACE);
}
BooleanEvent Gamepad::NorthFace(EventLoop* loop) const {
BooleanEvent Gamepad::FaceUp(EventLoop* loop) const {
return BooleanEvent(loop, [this]() { return this->GetNorthFaceButton(); });
}

View File

@@ -223,14 +223,14 @@ class Gamepad : public GenericHID,
bool GetSouthFaceButtonReleased();
/**
* Constructs an event instance around the South Face button's
* Constructs an event instance around the Face Down button's
* digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return an event instance representing the South Face button's
* @return an event instance representing the Face Down button's
* digital signal attached to the given loop.
*/
BooleanEvent SouthFace(EventLoop* loop) const;
BooleanEvent FaceDown(EventLoop* loop) const;
/**
* Read the value of the East Face button on the controller.
@@ -254,14 +254,14 @@ class Gamepad : public GenericHID,
bool GetEastFaceButtonReleased();
/**
* Constructs an event instance around the East Face button's
* Constructs an event instance around the Face Right button's
* digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return an event instance representing the East Face button's
* @return an event instance representing the Face Right button's
* digital signal attached to the given loop.
*/
BooleanEvent EastFace(EventLoop* loop) const;
BooleanEvent FaceRight(EventLoop* loop) const;
/**
* Read the value of the West Face button on the controller.
@@ -285,14 +285,14 @@ class Gamepad : public GenericHID,
bool GetWestFaceButtonReleased();
/**
* Constructs an event instance around the West Face button's
* Constructs an event instance around the Face Left button's
* digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return an event instance representing the West Face button's
* @return an event instance representing the Face Left button's
* digital signal attached to the given loop.
*/
BooleanEvent WestFace(EventLoop* loop) const;
BooleanEvent FaceLeft(EventLoop* loop) const;
/**
* Read the value of the North Face button on the controller.
@@ -316,14 +316,14 @@ class Gamepad : public GenericHID,
bool GetNorthFaceButtonReleased();
/**
* Constructs an event instance around the North Face button's
* Constructs an event instance around the Face Up button's
* digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return an event instance representing the North Face button's
* @return an event instance representing the Face Up button's
* digital signal attached to the given loop.
*/
BooleanEvent NorthFace(EventLoop* loop) const;
BooleanEvent FaceUp(EventLoop* loop) const;
/**
* Read the value of the Back button on the controller.

View File

@@ -24,19 +24,19 @@ classes:
GetSouthFaceButton:
GetSouthFaceButtonPressed:
GetSouthFaceButtonReleased:
SouthFace:
FaceDown:
GetEastFaceButton:
GetEastFaceButtonPressed:
GetEastFaceButtonReleased:
EastFace:
FaceRight:
GetWestFaceButton:
GetWestFaceButtonPressed:
GetWestFaceButtonReleased:
WestFace:
FaceLeft:
GetNorthFaceButton:
GetNorthFaceButtonPressed:
GetNorthFaceButtonReleased:
NorthFace:
FaceUp:
GetBackButton:
GetBackButtonPressed:
GetBackButtonReleased:

View File

@@ -29,14 +29,14 @@ void RobotContainer::ConfigureButtonBindings() {
.OnTrue(driveHalfVelocity.get())
.OnFalse(driveFullVelocity.get());
// Drive forward by 3 meters when the 'South Face' button is pressed, with a
// Drive forward by 3 meters when the 'Face Down' button is pressed, with a
// timeout of 10 seconds
driverController.SouthFace().OnTrue(
driverController.FaceDown().OnTrue(
drive.ProfiledDriveDistance(3_m).WithTimeout(10_s));
// Do the same thing as above when the 'East Face' button is pressed, but
// Do the same thing as above when the 'Face Right' button is pressed, but
// without resetting the encoders
driverController.EastFace().OnTrue(
driverController.FaceRight().OnTrue(
drive.DynamicProfiledDriveDistance(3_m).WithTimeout(10_s));
}

View File

@@ -35,10 +35,10 @@ RobotContainer::RobotContainer() {
void RobotContainer::ConfigureButtonBindings() {
// Configure your button bindings here
// Grab the hatch when the 'East Face' button is pressed.
driverController.EastFace().OnTrue(hatch.GrabHatchCommand());
// Release the hatch when the 'West Face' button is pressed.
driverController.WestFace().OnTrue(hatch.ReleaseHatchCommand());
// Grab the hatch when the 'Face Right' button is pressed.
driverController.FaceRight().OnTrue(hatch.GrabHatchCommand());
// Release the hatch when the 'Face Left' button is pressed.
driverController.FaceLeft().OnTrue(hatch.ReleaseHatchCommand());
// While holding Right Bumper, drive at half velocity
driverController.RightBumper()
.OnTrue(wpi::cmd::RunOnce([this] { drive.SetMaxOutput(0.5); }, {}))

View File

@@ -24,13 +24,13 @@ void RapidReactCommandBot::ConfigureBindings() {
[this] { return -driverController.GetLeftY(); },
[this] { return -driverController.GetRightX(); }));
// Deploy the intake with the West Face button
driverController.WestFace().OnTrue(intake.IntakeCommand());
// Retract the intake with the North Face button
driverController.NorthFace().OnTrue(intake.RetractCommand());
// Deploy the intake with the Face Left button
driverController.FaceLeft().OnTrue(intake.IntakeCommand());
// Retract the intake with the Face Up button
driverController.FaceUp().OnTrue(intake.RetractCommand());
// Fire the shooter with the South Face button
driverController.SouthFace().OnTrue(
// Fire the shooter with the Face Down button
driverController.FaceDown().OnTrue(
wpi::cmd::Parallel(shooter.ShootCommand(ShooterConstants::kShooterTarget),
storage.RunCommand())
// Since we composed this inline we should give it a name

View File

@@ -17,27 +17,27 @@ void SysIdRoutineBot::ConfigureBindings() {
// Using bumpers as a modifier and combining it with the buttons so that we
// can have both sets of bindings at once
(driverController.SouthFace() && driverController.RightBumper())
(driverController.FaceDown() && driverController.RightBumper())
.WhileTrue(drive.SysIdQuasistatic(wpi::cmd::sysid::Direction::kForward));
(driverController.EastFace() && driverController.RightBumper())
(driverController.FaceRight() && driverController.RightBumper())
.WhileTrue(drive.SysIdQuasistatic(wpi::cmd::sysid::Direction::kReverse));
(driverController.WestFace() && driverController.RightBumper())
(driverController.FaceLeft() && driverController.RightBumper())
.WhileTrue(drive.SysIdDynamic(wpi::cmd::sysid::Direction::kForward));
(driverController.NorthFace() && driverController.RightBumper())
(driverController.FaceUp() && driverController.RightBumper())
.WhileTrue(drive.SysIdDynamic(wpi::cmd::sysid::Direction::kReverse));
shooter.SetDefaultCommand(shooter.RunShooterCommand(
[this] { return driverController.GetLeftTriggerAxis(); }));
(driverController.SouthFace() && driverController.LeftBumper())
(driverController.FaceDown() && driverController.LeftBumper())
.WhileTrue(
shooter.SysIdQuasistatic(wpi::cmd::sysid::Direction::kForward));
(driverController.EastFace() && driverController.LeftBumper())
(driverController.FaceRight() && driverController.LeftBumper())
.WhileTrue(
shooter.SysIdQuasistatic(wpi::cmd::sysid::Direction::kReverse));
(driverController.WestFace() && driverController.LeftBumper())
(driverController.FaceLeft() && driverController.LeftBumper())
.WhileTrue(shooter.SysIdDynamic(wpi::cmd::sysid::Direction::kForward));
(driverController.NorthFace() && driverController.LeftBumper())
(driverController.FaceUp() && driverController.LeftBumper())
.WhileTrue(shooter.SysIdDynamic(wpi::cmd::sysid::Direction::kReverse));
}

View File

@@ -23,9 +23,9 @@ void RobotContainer::ConfigureBindings() {
return subsystem.ExampleCondition();
}).OnTrue(ExampleCommand(&subsystem).ToPtr());
// Schedule `ExampleMethodCommand` when the Gamepad's East Face button is
// Schedule `ExampleMethodCommand` when the Gamepad's Face Right button is
// pressed, cancelling on release.
driverController.EastFace().WhileTrue(subsystem.ExampleMethodCommand());
driverController.FaceRight().WhileTrue(subsystem.ExampleMethodCommand());
}
wpi::cmd::CommandPtr RobotContainer::GetAutonomousCommand() {

View File

@@ -285,13 +285,13 @@ public class Gamepad extends GenericHID implements Sendable {
}
/**
* Constructs an event instance around the South Face button's digital signal.
* Constructs an event instance around the Face Down button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return an event instance representing the South Face button's digital signal attached to the
* @return an event instance representing the Face Down button's digital signal attached to the
* given loop.
*/
public BooleanEvent southFace(EventLoop loop) {
public BooleanEvent faceDown(EventLoop loop) {
return button(Button.SOUTH_FACE, loop);
}
@@ -323,13 +323,13 @@ public class Gamepad extends GenericHID implements Sendable {
}
/**
* Constructs an event instance around the East Face button's digital signal.
* Constructs an event instance around the Face Right button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return an event instance representing the East Face button's digital signal attached to the
* @return an event instance representing the Face Right button's digital signal attached to the
* given loop.
*/
public BooleanEvent eastFace(EventLoop loop) {
public BooleanEvent faceRight(EventLoop loop) {
return button(Button.EAST_FACE, loop);
}
@@ -361,13 +361,13 @@ public class Gamepad extends GenericHID implements Sendable {
}
/**
* Constructs an event instance around the West Face button's digital signal.
* Constructs an event instance around the Face Left button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return an event instance representing the West Face button's digital signal attached to the
* @return an event instance representing the Face Left button's digital signal attached to the
* given loop.
*/
public BooleanEvent westFace(EventLoop loop) {
public BooleanEvent faceLeft(EventLoop loop) {
return button(Button.WEST_FACE, loop);
}
@@ -399,13 +399,13 @@ public class Gamepad extends GenericHID implements Sendable {
}
/**
* Constructs an event instance around the North Face button's digital signal.
* Constructs an event instance around the Face Up button's digital signal.
*
* @param loop the event loop instance to attach the event to.
* @return an event instance representing the North Face button's digital signal attached to the
* @return an event instance representing the Face Up button's digital signal attached to the
* given loop.
*/
public BooleanEvent northFace(EventLoop loop) {
public BooleanEvent faceUp(EventLoop loop) {
return button(Button.NORTH_FACE, loop);
}

View File

@@ -54,13 +54,13 @@ public class RobotContainer {
// Drive at half velocity when the bumper is held
driverController.rightBumper().onTrue(driveHalfVelocity).onFalse(driveFullVelocity);
// Drive forward by 3 meters when the 'South Face' button is pressed, with a timeout of 10
// Drive forward by 3 meters when the 'Face Down' button is pressed, with a timeout of 10
// seconds
driverController.southFace().onTrue(robotDrive.profiledDriveDistance(3).withTimeout(10));
driverController.faceDown().onTrue(robotDrive.profiledDriveDistance(3).withTimeout(10));
// Do the same thing as above when the 'East Face' button is pressed, but without resetting the
// Do the same thing as above when the 'Face Right' button is pressed, but without resetting the
// encoders
driverController.eastFace().onTrue(robotDrive.dynamicProfiledDriveDistance(3).withTimeout(10));
driverController.faceRight().onTrue(robotDrive.dynamicProfiledDriveDistance(3).withTimeout(10));
}
/**

View File

@@ -73,9 +73,9 @@ public class RobotContainer {
*/
private void configureButtonBindings() {
// Grab the hatch when the Circle button is pressed.
driverController.eastFace().onTrue(hatchSubsystem.grabHatchCommand());
driverController.faceRight().onTrue(hatchSubsystem.grabHatchCommand());
// Release the hatch when the Square button is pressed.
driverController.westFace().onTrue(hatchSubsystem.releaseHatchCommand());
driverController.faceLeft().onTrue(hatchSubsystem.releaseHatchCommand());
// While holding R1, drive at half speed
driverController
.rightBumper()

View File

@@ -74,10 +74,10 @@ public class RobotContainer {
* org.wpilib.command2.button.JoystickButton}.
*/
private void configureButtonBindings() {
// Grab the hatch when the east face button is pressed.
driverController.eastFace().onTrue(hatchSubsystem.grabHatchCommand());
// Release the hatch when the west face button is pressed.
driverController.westFace().onTrue(hatchSubsystem.releaseHatchCommand());
// Grab the hatch when the right face button is pressed.
driverController.faceRight().onTrue(hatchSubsystem.grabHatchCommand());
// Release the hatch when the left face button is pressed.
driverController.faceLeft().onTrue(hatchSubsystem.releaseHatchCommand());
// While holding right bumper, drive at half velocity
driverController
.rightBumper()

View File

@@ -59,14 +59,14 @@ public class RapidReactCommandBot {
drive.arcadeDriveCommand(
() -> -driverController.getLeftY(), () -> -driverController.getRightX()));
// Deploy the intake with the west face button
driverController.westFace().onTrue(intake.intakeCommand());
// Retract the intake with the north face button
driverController.northFace().onTrue(intake.retractCommand());
// Deploy the intake with the left face button
driverController.faceLeft().onTrue(intake.intakeCommand());
// Retract the intake with the up face button
driverController.faceUp().onTrue(intake.retractCommand());
// Fire the shooter with the south face button
// Fire the shooter with the down face button
driverController
.southFace()
.faceDown()
.onTrue(
parallel(shooter.shootCommand(ShooterConstants.kShooterTargetRPS), storage.runCommand())
// Since we composed this inline we should give it a name

View File

@@ -45,19 +45,19 @@ public class SysIdRoutineBot {
// Using bumpers as a modifier and combining it with the buttons so that we can have both sets
// of bindings at once
driverController
.southFace()
.faceDown()
.and(driverController.rightBumper())
.whileTrue(drive.sysIdQuasistatic(SysIdRoutine.Direction.kForward));
driverController
.eastFace()
.faceRight()
.and(driverController.rightBumper())
.whileTrue(drive.sysIdQuasistatic(SysIdRoutine.Direction.kReverse));
driverController
.westFace()
.faceLeft()
.and(driverController.rightBumper())
.whileTrue(drive.sysIdDynamic(SysIdRoutine.Direction.kForward));
driverController
.northFace()
.faceUp()
.and(driverController.rightBumper())
.whileTrue(drive.sysIdDynamic(SysIdRoutine.Direction.kReverse));
@@ -65,19 +65,19 @@ public class SysIdRoutineBot {
shooter.setDefaultCommand(shooter.runShooter(driverController::getLeftTriggerAxis));
driverController
.southFace()
.faceDown()
.and(driverController.leftBumper())
.whileTrue(shooter.sysIdQuasistatic(SysIdRoutine.Direction.kForward));
driverController
.eastFace()
.faceRight()
.and(driverController.leftBumper())
.whileTrue(shooter.sysIdQuasistatic(SysIdRoutine.Direction.kReverse));
driverController
.westFace()
.faceLeft()
.and(driverController.leftBumper())
.whileTrue(shooter.sysIdDynamic(SysIdRoutine.Direction.kForward));
driverController
.northFace()
.faceUp()
.and(driverController.leftBumper())
.whileTrue(shooter.sysIdDynamic(SysIdRoutine.Direction.kReverse));
}

View File

@@ -42,9 +42,9 @@ public class RobotContainer {
// Schedule `ExampleCommand` when `exampleCondition` changes to `true`
new Trigger(exampleSubsystem::exampleCondition).onTrue(new ExampleCommand(exampleSubsystem));
// Schedule `exampleMethodCommand` when the Gamepad's east face button is pressed,
// Schedule `exampleMethodCommand` when the Gamepad's right face button is pressed,
// cancelling on release.
driverController.eastFace().whileTrue(exampleSubsystem.exampleMethodCommand());
driverController.faceRight().whileTrue(exampleSubsystem.exampleMethodCommand());
}
/**