All Classes and Interfaces
Class
Description
A suite of tools for controlling acceleration.
Interface that represents an axis on a gamepad.
Used internally
Makes a physical gamepad axis act as a button.
A blank implementation of DcMotorEx that does nothing.
Interface that represents a button on a gamepad.
Used internally
Makes a physical gamepad button act as an axis.
Represents a claw and its state (open or closed).
Represents the state of the claw.
A blank implementation of
Claw
that does nothing.A normal implementation of
Claw
.Set of helper functions for drawing Road Runner paths and trajectories on dashboard canvases.
A wrapper to make everything that attaches to digital ports look the same (otherwise they're all different in unique
and annoying ways)
ATTENTION: New for 2024:
New parameters: elevatorLimitBuffer elevatorOffsetLength These, as well as elevator upper and lower limits, are now in inches, measured from the back of the robot. This change was made because of: The new game rule this year - our robot cannot be more than 42 inches long in that direction How the new extension limit code works
Represents the combination pivot and elevator mechanism and allows both to be controlled by setting their powers independently or by setting a pivot angle (degrees) and extension distance (inches - see above).
New parameters: elevatorLimitBuffer elevatorOffsetLength These, as well as elevator upper and lower limits, are now in inches, measured from the back of the robot. This change was made because of: The new game rule this year - our robot cannot be more than 42 inches long in that direction How the new extension limit code works
Represents the combination pivot and elevator mechanism and allows both to be controlled by setting their powers independently or by setting a pivot angle (degrees) and extension distance (inches - see above).
A blank implementation of
PixelArm
that does nothing.A normal implementation of
DoubleArm
featuring
acceleration control and hard and soft safety limits.Deprecated.
An immutable vector represented as Drive, Turn, and Strafe axes.
Represents an axis on a
Gamepad
, including sticks and
triggers, and reports the value taken to the power specified in the constructor (this creates a
simple response curve - find out what it is by graphing y=x^[power] - y=x^2, for example)Represents the IMU built into the control hub.
A blank implementation of
FriendlyIMU
that does nothing.A normal implementation of
FriendlyIMU
.Uses the IMU to actively maintain the current heading unless a deliberate turn is detected.
Represents an axis on a gamepad, including sticks or triggers, and directly reports the value.
Collection of utilites for interacting with Lynx modules.
Parsed representation of a Lynx module firmware version.
Exception indicating an outdated Lynx firmware version.
A blank implementation of
MecanumDrive
that does nothing.Use this to combine two axes that only run from 0 to 1 into one axis that runs from -1 to 1.
This appears as a normal
DcMotorEx
to your program, and it even updates the position for
you over time based on the set velocity and can determine the velocity the motor is running at
based on the set power (approximated as a percentage of the maximum velocity).Can also be used as a mock
Button
.Active when held down and not active when up.
Container for PID tuning constants.
Deprecated.
Deprecated.
Represents the plane launcher.
A blank implementation of
PlaneLauncher
that does nothing.A normal implementation of
PlaneLauncher
.Encapsulates all of the components that make up a robot.
Extra stuff that external stuff (like IMUCorrector) uses
Represents a claw and its state (open or closed).
Represents the state of the claw.
A port of RoadRunner Quickstart's SampleMecanumDrive to our new architecture.
See the RoadRunner Quickstart's DriveConstants class.
Contains motor names and settings - usually part of a set of Robot parameters.
An implementation of DigitalDevice for simple switches or other simple uses of
DigitalChannel
.With this interface, you only need to change one thing to change control schemes: the constructor.
Stores the state of the controls.
Toggles state on each press.
Only active on the initial press.
A simple PID algorithm that allows its constants to be changed on the fly.
Makes two physical gamepad buttons act as an axis (one is positive, one is negative).