First, the CircuitPython libraries are imported.
import time import board import displayio import i2cdisplaybus import terminalio import adafruit_aw9523 import busio import adafruit_ssd1327 import digitalio from adafruit_display_text import label from adafruit_display_shapes.circle import Circle from adafruit_display_shapes.rect import Rect import usb_midi import adafruit_midi from adafruit_midi.note_on import NoteOn from adafruit_midi.note_off import NoteOff
I2C is setup to use the Pico's GP0
and GP1
pins. You have two I2C devices in this project: the Grayscale 1.5" 128x128 OLED Display and the AW9523 GPIO Expander and LED Driver.
midi
is also setup to act as a USB MIDI output device. midi_out
sends notes out from the device.
# i2c setup, higher frequency for display refresh i2c = busio.I2C(board.GP1, board.GP0, frequency=1000000) # i2c display setup display_bus = i2cdisplaybus.I2CDisplayBus(i2c, device_address=0x3D) # i2c AW9523 GPIO expander setup aw = adafruit_aw9523.AW9523(i2c) # MIDI setup as MIDI out device midi = adafruit_midi.MIDI(midi_out=usb_midi.ports[1], out_channel=0)
This project utilizes a graphical user interface (GUI) to let you change the MIDI note numbers assigned to each of the arcade buttons. Each button is represented on the display as a circle. The code uses the Circle
object from the adafruit_display_shapes
library to easily draw circles on the display without having to import a bitmap.
spots
holds the list of coordinates for each of the circles and the for
statement creates each circle and assigns them to the correct coordinate.
A rectangle is also created using the Rect
object from the adafruit_display_shapes
library. This rectangle is used to highlight the currently selected circle on the display.
# display dimensions WIDTH = 128 HEIGHT = 128 # display setup display = adafruit_ssd1327.SSD1327(display_bus, width=WIDTH, height=HEIGHT, brightness = 0.01) # main display group, shows default GUI menu splash = displayio.Group() # group for circle icons circle_group = displayio.Group() # group for text labels on circles text_group = displayio.Group() # list of circle positions spots = ( (16, 16), (48, 16), (80, 16), (112, 16), (16, 48), (48, 48), (80, 48), (112, 48), (16, 80), (48, 80), (80, 80), (112, 80), (16, 112), (48, 112), (80, 112), (112, 112), ) # creating the circles & pulling in positions from spots for spot in spots: circle = Circle(x0=spot[0], y0=spot[1], r=14, fill=0x888888) # adding circles to their display group circle_group.append(circle) # square to show position on menu rect = Rect(0, 0, 33, 33, fill=None, outline=0x00FF00, stroke = 3) splash.append(circle_group) splash.append(rect)
Each circle has text that shows the currently assigned MIDI note number for each arcade button. This information is stored in texts
along with the coordinates for each string's location. The for
statement creates each text object, pulling this information from texts
, and stores them in the text_labels
array.
# strings and positions for the MIDI note text labels texts = [ {'num': "60", 'pos': (12, 16)}, {'num': "61", 'pos': (44, 16)}, {'num': "62", 'pos': (76, 16)}, {'num': "63", 'pos': (108, 16)}, {'num': "64", 'pos': (12, 48)}, {'num': "65", 'pos': (44, 48)}, {'num': "66", 'pos': (76, 48)}, {'num': "67", 'pos': (108, 48)}, {'num': "68", 'pos': (12, 80)}, {'num': "69", 'pos': (44, 80)}, {'num': "70", 'pos': (76, 80)}, {'num': "71", 'pos': (108, 80)}, {'num': "72", 'pos': (12, 112)}, {'num': "73", 'pos': (44, 112)}, {'num': "74", 'pos': (76, 112)}, {'num': "75", 'pos': (108, 112)}, ] text_labels = [] for text in texts: text_area = label.Label(terminalio.FONT, text=text['num'], color=0xFFFFFF) text_area.x = text['pos'][0] text_area.y = text['pos'][1] text_labels.append(text_area) text_group.append(text_area) splash.append(text_group)
In addition to the main GUI, there is a secondary GUI. When you select an arcade button's MIDI note to edit, the display shows a large circle with large text showing the MIDI note number that you're editing. This secondary GUI is stored in big_splash
.
# secondary display group, shows large circle when button is selected big_splash = displayio.Group() # large circle to fill display big_circle = Circle(x0=64, y0=64, r=62, fill=0x888888) big_splash.append(big_circle) # large text to fill circle big_text = label.Label(terminalio.FONT, text=' ', color=0xFFFFFF) big_text.x = 43 big_text.y = 62 big_text.scale = 4 big_splash.append(big_text)
LEDs with the AW9523
The arcade button's LEDs are controlled with the AW9523 GPIO expander. The I/O of the AW9523 is accessed with aw.get_pin(pin_number)
. The pin numbers are stored in the led_pins
array and the for
statement sets up the pins to be outputs.
# array for LEDs on AW9523 leds = [] led_pins = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15] # setup to create the AW9523 outputs for LEDs for led in led_pins: led_pin = aw.get_pin(led) led_pin.direction = digitalio.Direction.OUTPUT leds.append(led_pin)
Arcade Button Pins
The pins used for the arcade buttons are stored in the note_pins
array. They are setup to be digital inputs in the for
statement and are then stored in the note_buttons
array.
Each arcade button has a state setup for debouncing. These states are stored in the note_states
array.
# button pins, all pins in order skipping GP15 note_pins = [board.GP7, board.GP8, board.GP9, board.GP10, board.GP11, board.GP12, board.GP13, board.GP14, board.GP16, board.GP17, board.GP18, board.GP19, board.GP20, board.GP21, board.GP22, board.GP26] note_buttons = [] for pin in note_pins: note_pin = digitalio.DigitalInOut(pin) note_pin.direction = digitalio.Direction.INPUT note_pin.pull = digitalio.Pull.UP note_buttons.append(note_pin) # note states note0_pressed = False note1_pressed = False note2_pressed = False note3_pressed = False note4_pressed = False note5_pressed = False note6_pressed = False note7_pressed = False note8_pressed = False note9_pressed = False note10_pressed = False note11_pressed = False note12_pressed = False note13_pressed = False note14_pressed = False note15_pressed = False # array of note states note_states = [note0_pressed, note1_pressed, note2_pressed, note3_pressed, note4_pressed, note5_pressed, note6_pressed, note7_pressed, note8_pressed, note9_pressed, note10_pressed, note11_pressed, note12_pressed, note13_pressed, note14_pressed, note15_pressed]
The GUI is navigated with a 5-way switch. This allows you to move in all directions around the screen and select the arcade button that you want to edit. The digital pins for the 5-way switch are stored in the joystick
array and are setup as inputs in the for
statement.
# pins for 5-way switch select = digitalio.DigitalInOut(board.GP6) up = digitalio.DigitalInOut(board.GP5) down = digitalio.DigitalInOut(board.GP4) left = digitalio.DigitalInOut(board.GP3) right = digitalio.DigitalInOut(board.GP2) # array for 5-way switch joystick = [select, up, down, left, right] for joy in joystick: joy.direction = digitalio.Direction.INPUT joy.pull = digitalio.Pull.UP
There are a few state machines used in the code. Each pin for the 5-way switch has a state for debouncing. The other states' functionality is commented below.
# states for 5-way switch select_state = None up_state = None down_state = None left_state = None right_state = None midi_state = None # coordinates for navigating main GUI select_x = [0, 32, 64, 96] select_y = [0, 32, 64, 96] # y coordinate for 5-way switch navigation y_pos = 0 # x coordinate for 5-way switch navigation x_pos = 0 sub_state = False # default midi number midi_num = 60 # default MIDI button button_num = 0 # default MIDI button position button_pos = 0 # check for blinking LED led_check = None # time.monotonic() device clock = time.monotonic()
The navigation for the GUI works by counting the number of times each directional input from the 5-way switch is pressed. The combinations of these counts are stored in the switch_coordinates
array to act as x and y coordinates on the GUI. It's helpful to think of the arcade buttons as a 4x4 grid.
# coordinates for tracking location of 5-way switch up_scroll = 0 down_scroll = 0 left_scroll = 0 right_scroll = 0 switch_coordinates = [(0, 0), (1, 0), (2, 0), (3, 0), (0, 1), (1, 1), (2, 1), (3, 1), (0, 2), (1, 2), (2, 2), (3, 2), (0, 3), (1, 3), (2, 3), (3, 3)]
The midi_notes
array holds the default MIDI notes that are assigned to the arcade buttons. If you want to change the MIDI notes that are loaded after powering the MIDI Fighter, you'll want to edit this array.
# array of default MIDI notes midi_notes = [60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75]
The loop begins by debouncing the five inputs of the 5-way switch.
while True: # debouncing for 5-way switch positions if up.value and up_state == "pressed": print("Button pressed.") up_state = None if down.value and down_state == "pressed": print("Button pressed.") down_state = None if left.value and left_state == "pressed": print("Button pressed.") left_state = None if right.value and right_state == "pressed": print("Button pressed.") right_state = None if select.value and select_state == "pressed": print("Button pressed.") select_state = None
The arcade buttons send their assigned MIDI note number out with a MIDI NoteOn
message when they are pressed. Additionally, when you press an arcade button, its LED lights up with the AW9523. When the arcade button is released, a NoteOff
message is sent and the LED is turned off.
# MIDI input for i in range(16): buttons = note_buttons[i] # if button is pressed... if not buttons.value and note_states[i] is False: # send the MIDI note and light up the LED midi.send(NoteOn(midi_notes[i], 120)) note_states[i] = True leds[i].value = True # if the button is released... if buttons.value and note_states[i] is True: # stop sending the MIDI note and turn off the LED midi.send(NoteOff(midi_notes[i], 120)) note_states[i] = False leds[i].value = False
The main GUI is navigated using the 5-way switch. Every time you press up, down, left or right, the values of up_scroll
, down_scroll
, left_scroll
or right_scroll
are updated with a count between 0
and 3
. These values are used as coordinates to track where you are on the GUI.
y_pos
and x_pos
also hold these values and are used as array indexes to update the highlighting square's position on the GUI.
# if we're on the main GUI page if not sub_state: # if you press up on the 5-way switch... if not up.value and up_state is None: up_state = "pressed" # track the switch's position up_scroll -= 1 if up_scroll < 0: up_scroll = 3 y_pos = up_scroll down_scroll = up_scroll # if you press down on the 5-way switch... if not down.value and down_state is None: down_state = "pressed" # track the switch's position down_scroll += 1 if down_scroll > 3: down_scroll = 0 y_pos = down_scroll up_scroll = down_scroll # if you press left on the 5-way switch... if not left.value and left_state is None: # print("scroll", down_scroll) left_state = "pressed" # track the switch's position left_scroll -= 1 if left_scroll < 0: left_scroll = 3 x_pos = left_scroll right_scroll = left_scroll # if you press right on the 5-way switch... if not right.value and right_state is None: # print("scroll", down_scroll) right_state = "pressed" # track the switch's position right_scroll += 1 if right_scroll > 3: right_scroll = 0 x_pos = right_scroll left_scroll = right_scroll # update square's position on the GUI rect.y = select_y[y_pos] rect.x = select_x[x_pos]
In order to keep track of which button on the GUI is highlighted, the x_pos
and y_pos
values are compared to the switch_coordinates
array to track which button is highlighted on the screen. This is how that button's value can then be affected in the secondary GUI.
button_num
is used to track the MIDI note number for the currently selected button.
# update the currently highlighted button on the GUI for coords in switch_coordinates: if x_pos == coords[0] and y_pos == coords[1]: button_pos = switch_coordinates.index(coords) # print(button_pos) button_num = text_labels[button_pos].text
When you have navigated to your chosen arcade button's position, you can press select on the 5-way switch to enter the editing mode for that button. midi_num
grabs the highlighted button's MIDI note number so that you'll be able to edit and update that number.
# if you press select on the 5-way switch... if not select.value and select_state is None: select_state = "pressed" # grab the selected button's MIDI note midi_num = int(button_num) # change into the secondary GUI menu sub_state = True
When you enter the editing mode, the secondary GUI is displayed. Your selected button's LED will also blink on and off until you exit this mode. The blinking is done using time.monotonic()
so that it doesn't interrupt anything else happening in the loop.
# if an arcade button is selected to change the MIDI note... if sub_state: # display the secondary GUI menu display.root_group = big_splash # display the selected button's MIDI note big_text.text = midi_num # blink the selected button's LED without pausing the loop if (time.monotonic() > (clock + 1)) and led_check is None: leds[button_pos].value = True led_check = True clock = time.monotonic() if (time.monotonic() > (clock + 1)) and led_check is True: leds[button_pos].value = False led_check = None clock = time.monotonic()
A MIDI note range is setup so that you don't go below 0 or above 128.
# blocks the MIDI number from being set above 128 if midi_num >= 128: midi_num = 128 # blocks the MIDI number from being set below 0 if midi_num <= 0: midi_num = 0
The MIDI note number can be increased by pressing up or right with the 5-way switch and decreased by pressing down or left with the 5-way switch. The value of midi_num
is either increased or decreased by 1
depending on the input.
# if you press right on the 5-way switch... if not right.value and right_state is None: # increase the MIDI number midi_num += 1 right_state = "pressed" # if you press up on the 5-way switch... if not up.value and up_state is None: # increase the MIDI number midi_num += 1 up_state = "pressed" # if you press left on the 5-way switch... if not left.value and left_state is None: # decrease the MIDI number midi_num -= 1 left_state = "pressed" # if you press down on the 5-way switch... if not down.value and down_state is None: # decrease the MIDI number midi_num -= 1 down_state = "pressed"
The value of the selected arcade button's MIDI note is adjusted in real time. This allows you to play the note while you're adjusting to make sure it's the correct note.
# update arcade button's MIDI note # allows you to check note while you're adjusting it midi_notes[button_pos] = midi_num
After deciding on your MIDI note, you can press select again on the 5-way switch to save your choice. This updates the text label on the main GUI, stops the LED from blinking and brings you back to the main GUI on the display.
# if you press select on the 5-way switch... if not select.value and select_state is None: select_state = "pressed" # change back to main menu mode sub_state = False # update new MIDI number text label text_labels[button_pos].text = midi_num # show main GUI display display.root_group = splash # turn off blinking LED leds[button_pos].value = False
Page last edited February 14, 2025
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