carte_strategie_2019
Dependencies: mbed SerialHalfDuplex SDFileSystem DISCO-F469NI_portrait liaison_Bluetooth ident_crac
Strategie/Strategie.cpp
- Committer:
- Sitkah
- Date:
- 2018-04-06
- Revision:
- 29:41e02746041d
- Parent:
- 28:acd18776ed2d
- Child:
- 30:a1e37af4bbde
File content as of revision 29:41e02746041d:
#include "global.h" //#include "StrategieManager.h" #define M_PI 3.14159265358979323846 #define BLEU 0xFF1467E5 #define ROUGE 0xFFFF0000 #define VERT 0xFF00FF00 #define JAUNE 0xFFFEFE00 #define BLANC 0xFF000000 #define DIY_GREY 0xFFDFDFDF char tableau_aff[10][50]; char tableau_etat[22][50]= { "Check_carte_screen", "Check_carte_screen_wait_ack", "Check_cartes", "Check_cartes_wait_ack", "Wait_force", "Config", "Game_init", "Game_wait_for_jack", "Game_start", "Game_next_instruction", "Game_instruction", "Game_wait_ack", "Game_jump_time", "Game_jump_config", "Game_jump_position", "Game_wait_end_instruction", "Warning_timeout", "Waring_end_balise_wait", "Warning_end_last_instruction", "Warning_switch_strategie", "End", "End_loop", }; Ticker ticker; TS_DISCO_F469NI ts; LCD_DISCO_F469NI lcd; TS_StateTypeDef TS_State; Ticker chrono; Timeout AffTime; Timer timer; Timer cartesCheker;//Le timer pour le timeout de la vérification des cartes Timer gameTimer; Timer debugetatTimer; Timer timeoutWarning; Timer timeoutWarningWaitEnd; Timeout chronoEnd;//permet d'envoyer la trame CAN pour la fin unsigned char screenChecktry = 0; unsigned char test[32] = {32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32}; char counter = 0; char check; char Jack = 1; int flag = 0, flag_strat = 0, flag_timer; char Ack_strat = 0; signed char Strat = 0; signed char FIFO_lecture=0;//Position du fifo de lecture des messages CAN signed short x_robot,y_robot,theta_robot;//La position du robot signed short target_x_robot, target_y_robot, target_theta_robot; E_InstructionType actionPrecedente; signed short start_move_x,start_move_y,start_move_theta;//La position du robot lors du début d'un mouvement, utilisé pour reprendre le mouvement apres stop balise //unsigned char FIFO_ecriture=0; //Position du fifo pour la reception CAN int flagSendCan=1; unsigned char Cote = 0; //0 -> bleu | 1 -> jaune unsigned char checkCurrent = 0; unsigned char countAliveCard = 0; signed char Strategie = 0; //N° de la strategie (1-10) unsigned char ModeDemo = 0; // Si à 1, indique que l'on est dans le mode demo unsigned char countRobotNear = 0;//Le nombre de robot à proximité unsigned char ingnorBaliseOnce = 0; unsigned char ingnorInversionOnce = 0;//Pour ignorer l'inversion des instruction une fois struct S_Instruction instruction; float cptf; int cpt,cpt1; typedef enum {INIT, ATT, CHOIX, DEMO, DEMO_EN_COURS, SELECT_SIDE, TACTIQUE, DETAILS,LECTURE, LAUNCH, AFF_WAIT_JACK, WAIT_JACK, COMPTEUR, FIN} T_etat; T_etat etat = INIT; E_stratGameEtat gameEtat = ETAT_CHECK_CARTES; E_stratGameEtat lastEtat = ETAT_CHECK_CARTES; /////////////////DEFINITION DES BOUTONS//////////////////// Button COTE_BLEU(0, 25, 400, 300, "Bleu"); Button COTE_JAUNE(0, 350, 400, 300, "Jaune"); Button RETOUR (0, 680, 400, 110, "--Precedent--"); Button LANCER (0, 200, 400, 200, "--LANCER--"); Button CHECK (0, 420, 400, 200, "Valider"); Button MATCH (0, 50, 400, 320, "Match"); Button DEMONSTRATION (0, 400, 400, 320, "Demo"); Button TEST_MOTEUR(0, 25, 400, 200, "Moteur"); Button TEST_BRAS(0, 250, 400, 200, "Bras"); Button FORCE_LAUNCH(0, 50, 400, 320, "Force Launch"); Button SUIVANT(0,380,200,100,"Suivant"); //////////////////////////////////////////////////////////// void affichage_debug(char *bug); void SendRawId (unsigned short id); void SelectionStrat (unsigned char numeroStrat); void Setflag(void); void can2Rx_ISR(void); signed char Bouton_Strat (void); void print_segment(int nombre, int decalage); void affichage_compteur (int nombre); void effacer_segment(long couleur); #ifdef ROBOT_BIG unsigned short id_check[NOMBRE_CARTES]= {CHECK_MOTEUR,CHECK_BALISE,CHECK_ACTIONNEURS_AVANT,CHECK_ACTIONNEURS_ARRIERE}; unsigned short id_alive[NOMBRE_CARTES]= {ALIVE_MOTEUR,ALIVE_BALISE,ALIVE_ACTIONNEURS_AVANT,ALIVE_ACTIONNEURS_ARRIERE}; InterruptIn jack(PA_6); // entrée analogique en interruption pour le jack #else unsigned short id_check[NOMBRE_CARTES]= {CHECK_MOTEUR}; unsigned short id_alive[NOMBRE_CARTES]= {ALIVE_MOTEUR}; #endif /****************************************************************************************/ /* FUNCTION NAME: chronometre_ISR */ /* DESCRIPTION : Interruption à la fin des 90s du match */ /****************************************************************************************/ void chronometre_ISR (void) { SendRawId(ASSERVISSEMENT_STOP);//On stope les moteurs SendRawId(GLOBAL_GAME_END);//Indication fin de match etat=FIN; gameTimer.stop();//Arret du timer #ifdef ROBOT_BIG wait_ms(2000); doFunnyAction(); #endif while(1);//On bloque la programme dans l'interruption } /****************************************************************************************/ /* FUNCTION NAME: jack_ISR */ /* DESCRIPTION : Interruption en changement d'état sur le Jack */ /****************************************************************************************/ void jack_ISR (void) { if(gameEtat == ETAT_GAME_WAIT_FOR_JACK) { gameEtat = ETAT_GAME_START;//On débute le match etat=COMPTEUR; } } /****************************************************************************************/ /* FUNCTION NAME: SelectionStrat */ /* DESCRIPTION : Affiche la Stratégie sélectionnée sur l'ihm */ /****************************************************************************************/ void SelectionStrat (unsigned char Strategie) { lcd.SetBackColor(LCD_COLOR_WHITE); lcd.SetTextColor(LCD_COLOR_BLACK); switch (Strategie+1) { case 0x1 : //description de Strategie n°1 lcd.DisplayStringAt(150, 0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0x2 : //description de Strategie n°2 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0x3 : //description de Strategie n°3 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0x4 : //description de Strategie n°4 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0x5 : //description de Strategie n°5 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0x6 : //description de Strategie n°5 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0x7 : //description de Strategie n°5 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0x8 : //description de Strategie n°5 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0x9 : //description de Strategie n°5 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; case 0xA : //description de Strategie n°5 lcd.DisplayStringAt(150,0, (uint8_t *)strat_sd[Strategie], LEFT_MODE); break; } } void Setflag(void) { flagSendCan = 1; } void affichage_debug(E_stratGameEtat Var){ int i; int conv=(int)Var; SUIVANT.Draw(ROUGE, 0); for(i=0;i<9;i++){ strcpy(tableau_aff[i],""); strcpy(tableau_aff[i],tableau_aff[i+1]); } strcpy(tableau_aff[9],tableau_etat[conv]); for(i=0;i<10;i++){ lcd.SetBackColor(BLEU); lcd.DisplayStringAt(0, LINE(20+i), (uint8_t *)tableau_aff[i], LEFT_MODE); } while(!ack_bluetooth){ liaison_bluetooth(); } ack_bluetooth=0; } void automate_etat_ihm(void) { int j; if (j==0){ ts.Init(lcd.GetXSize(), lcd.GetYSize()); j++; } ts.GetState(&TS_State); switch (etat) { case INIT : ts.GetState(&TS_State); canProcessRx(); lcd.SetBackColor(LCD_COLOR_WHITE); lcd.SetTextColor(LCD_COLOR_BLACK); lcd.Clear (LCD_COLOR_WHITE); wait(0.15); lcd.DisplayStringAt(0, 10, (uint8_t *)"Verification des cartes", LEFT_MODE); //cartes non verifiées//////////////// lcd.SetTextColor(DIY_GREY); lcd.FillRect(0,400,400,150); //carte moteur lcd.FillRect(0,600,400,150); //Balise lcd.SetTextColor(LCD_COLOR_BLACK); lcd.SetBackColor(DIY_GREY); lcd.DisplayStringAt(80, 450, (uint8_t *)"Carte Moteur", LEFT_MODE); lcd.DisplayStringAt(110,650 , (uint8_t *)"Balise", LEFT_MODE); //////////////////////////////////////// FORCE_LAUNCH.Draw(0xFFFF0000, 0); /*while(flag == 0) { ts.GetState(&TS_State); canProcessRx(); if (FORCE_LAUNCH.Touched()) { etat = CHOIX; gameEtat = ETAT_CONFIG; flag = 1; while(FORCE_LAUNCH.Touched()); } }*/ etat=ATT; break; case ATT : if (flag==1){ etat = CHOIX; gameEtat = ETAT_CONFIG; } else if (FORCE_LAUNCH.Touched()){ etat = CHOIX; gameEtat = ETAT_CONFIG; } break; case CHOIX : lcd.SetBackColor(LCD_COLOR_WHITE); lcd.SetTextColor(LCD_COLOR_BLACK); lcd.Clear (LCD_COLOR_WHITE); lcd.DisplayStringAt(0, LINE(0), (uint8_t *)"Match ou demonstration ?", LEFT_MODE); DEMONSTRATION.Draw(LCD_COLOR_LIGHTGREEN, 0); MATCH.Draw(0xFFF01010, 0); while(etat == CHOIX) { canProcessRx(); if(DEMONSTRATION.Touched()) { etat = DEMO; while(DEMONSTRATION.Touched()); } if(MATCH.Touched()) { etat = SELECT_SIDE; while(MATCH.Touched()); } } break; case DEMO : lcd.Clear(LCD_COLOR_WHITE); TEST_MOTEUR.Draw(0xFFF0F0F0, 0); TEST_BRAS.Draw(0xFFF0F0F0, 0); RETOUR.Draw(0xFFFF0000, 0); if(gameEtat == ETAT_CONFIG) {//C'est bon on a le droit de modifier les config // InversStrat = 0;//Pas d'inversion de la couleur // A changer , discussion avec l'ihm } while (etat == DEMO) { canProcessRx(); if(TEST_MOTEUR.Touched()) { Strat = 0x10; while(TEST_MOTEUR.Touched()); TEST_MOTEUR.Draw(0xFFF0F0F0, 0); etat = DEMO_EN_COURS; } if(TEST_BRAS.Touched()) { Strat = 0x11; while(TEST_BRAS.Touched()); TEST_MOTEUR.Draw(0xFFF0F0F0, 0); etat = DEMO_EN_COURS; } if(RETOUR.Touched()) { etat = CHOIX; while(RETOUR.Touched()); } if(gameEtat == ETAT_CONFIG) {//C'est bon on a le droit de modifier les config if (Strat< 0x10){ // Si la strat est une strat de match, on desactive le mode demo ModeDemo = 0; } else { // sinon, on active le mode demo, utile pour la fin de la demo ModeDemo = 1; } Ack_strat = 1; wait_ms(10); tactile_printf("Strat %d, Asser desactive",Strat); } SelectionStrat(Strategie); } break; case DEMO_EN_COURS: lcd.Clear(LCD_COLOR_WHITE); lcd.SetBackColor(LCD_COLOR_WHITE); lcd.DisplayStringAt(20, LINE(10), (uint8_t *)"DEMONSTRATION EN COURS", LEFT_MODE); while (etat == DEMO_EN_COURS) { canProcessRx(); if (Ack_strat == 1) { if(gameEtat == ETAT_CONFIG) { gameEtat = ETAT_GAME_INIT; } while (flag_strat != 1) { canProcessRx(); } etat = DEMO; flag_strat = 0; } } Ack_strat = 0; break; case SELECT_SIDE : lcd.Clear(LCD_COLOR_WHITE); lcd.SetBackColor(LCD_COLOR_WHITE); lcd.SetTextColor(LCD_COLOR_BLACK); lcd.DisplayStringAt(70, LINE(0), (uint8_t *)"Choisir le cote", LEFT_MODE); COTE_BLEU.Draw(BLEU, 0); COTE_JAUNE.Draw(JAUNE, 0); RETOUR.Draw(LCD_COLOR_RED, 0); while (etat == SELECT_SIDE) { canProcessRx(); if(COTE_BLEU.Touched()) { Cote = 0x0; InversStrat = Cote; etat = TACTIQUE; while(COTE_BLEU.Touched()); envoi_bluetooth(1,'9'); } if(COTE_JAUNE.Touched()) { Cote = 0x1; InversStrat= Cote; etat = TACTIQUE; while(COTE_JAUNE.Touched()); } if(RETOUR.Touched()) { etat = CHOIX; while(RETOUR.Touched()); } } break; case TACTIQUE : if (Cote == 0){ lcd.Clear(BLEU); lcd.SetBackColor(BLEU); } else if (Cote == 1){ lcd.Clear(JAUNE); lcd.SetBackColor(JAUNE); } else { lcd.Clear(BLEU); lcd.SetBackColor(BLEU); } lcd.SetTextColor(LCD_COLOR_BLACK); lcd.DisplayStringAt(20, LINE(0), (uint8_t *)"Choisir une strategie", LEFT_MODE); Strategie = Bouton_Strat(); // retourne valeur de Strategie si bouton strat renvoi -1 on reviens en arriere if (Strategie == -1) { etat = SELECT_SIDE; } else { etat = DETAILS; } wait(0.1); break; case DETAILS : lcd.Clear(LCD_COLOR_WHITE); lcd.SetBackColor(LCD_COLOR_WHITE); lcd.SetTextColor(LCD_COLOR_BLACK); CHECK.Draw(VERT); RETOUR.Draw(LCD_COLOR_RED); SelectionStrat(Strategie); while (etat == DETAILS) { canProcessRx(); if (CHECK.Touched()) { if(gameEtat == ETAT_CONFIG) { gameEtat = ETAT_GAME_INIT; etat=LECTURE; } while(CHECK.Touched()); } if(RETOUR.Touched()) { etat = TACTIQUE; while(RETOUR.Touched()); } } break; case LECTURE : break; case AFF_WAIT_JACK : lcd.Clear(BLANC); lcd.SetBackColor(LCD_COLOR_WHITE); lcd.SetTextColor(LCD_COLOR_BLACK); if (Cote == 0){ lcd.Clear(BLEU); lcd.SetBackColor(BLEU); } else if (Cote == 1){ lcd.Clear(JAUNE); lcd.SetBackColor(JAUNE); } else { lcd.Clear(BLEU); lcd.SetBackColor(BLEU); } canProcessRx(); lcd.DisplayStringAt(0, LINE(0), (uint8_t *)"En attente du Jack", CENTER_MODE); etat=WAIT_JACK; break; case WAIT_JACK: break; case COMPTEUR: cptf=gameTimer.read(); lcd.SetTextColor(LCD_COLOR_BLACK); cpt=int(cptf); if(cpt != cpt1){ lcd.Clear(BLEU); affichage_compteur(90-cpt); } cpt1=cpt; flag_timer=0; affichage_debug(gameEtat); break; case FIN : lcd.Clear (LCD_COLOR_WHITE); lcd.SetBackColor(LCD_COLOR_WHITE); lcd.DisplayStringAt(120, 190, (uint8_t *)"LANCEMENT", LEFT_MODE); lcd.SetTextColor(LCD_COLOR_BLACK); lcd.DisplayStringAt(120, 210, (uint8_t *)"REDEMARAGE", LEFT_MODE); lcd.DisplayStringAt(120, 230, (uint8_t *)"NECESSAIRE", LEFT_MODE); while(1); // force le redemarage du robot //break; } } /****************************************************************************************/ /* FUNCTION NAME: automate_process */ /* DESCRIPTION : Automate de gestion de la stratégie du robot */ /****************************************************************************************/ void automate_process(void){ static unsigned char AX12_enchainement = 0; static unsigned char MV_enchainement = 0; signed char localData1 = 0; signed short localData2 = 0; unsigned short localData3 = 0; //signed short localData4 = 0; unsigned char localData5 = 0; if(gameTimer.read_ms() >= 89000) {//Fin du match (On autorise 2s pour déposer des éléments gameTimer.stop(); gameTimer.reset(); gameEtat = ETAT_END;//Fin du temps etat=FIN; } if(lastEtat != gameEtat || debugetatTimer.read_ms() >= 1000) { lastEtat = gameEtat; debugetatTimer.reset(); sendStratEtat((unsigned char)gameEtat, (unsigned char)actual_instruction); } switch(gameEtat) { case ETAT_CHECK_CARTES: /* Il faut faire une boucle pour verifier toutes les cartes les une apres les autres */ waitingAckFrom = id_alive[checkCurrent];//On indique que l'on attend un ack de la carte IHM SendRawId(id_check[checkCurrent]);//On demande à la carte d'indiquer ça présence screenChecktry++;//On incrèment le conteur de tentative de 1 cartesCheker.reset();//On reset le timeOut cartesCheker.start();//On lance le timer pour le timeout gameEtat = ETAT_CHECK_CARTES_WAIT_ACK; break; case ETAT_CHECK_CARTES_WAIT_ACK: /* On attend l'ack de la carte en cours de vérification */ //printf("cartesCheker = %d waitingAckFrom = %d\n",cartesCheker.read_ms(), waitingAckFrom); if(waitingAckFrom == 0) {//C'est bon la carte est en ligne cartesCheker.stop(); screenChecktry = 0; countAliveCard++; checkCurrent++; if(checkCurrent >= NOMBRE_CARTES) { printf("all card check, missing %d cards\n",(NOMBRE_CARTES-countAliveCard)); if(countAliveCard >= NOMBRE_CARTES) { gameEtat = ETAT_CONFIG; flag=1; tactile_printf("Selection couleur et strategie"); } else { gameEtat = ETAT_WAIT_FORCE;//Passage en attente de forçage du lancement waitingAckFrom = ECRAN_ALL_CHECK; } } else gameEtat = ETAT_CHECK_CARTES; } else if(cartesCheker.read_ms () > 100) { cartesCheker.stop(); if(screenChecktry >=3) { //printf("missing card %d\n",id_check[checkCurrent]); screenChecktry = 0; checkCurrent++; if(checkCurrent >= NOMBRE_CARTES){ if(countAliveCard == NOMBRE_CARTES){ gameEtat = ETAT_CONFIG; flag=1; } else{ gameEtat = ETAT_WAIT_FORCE; waitingAckFrom = ECRAN_ALL_CHECK; } } else gameEtat = ETAT_CHECK_CARTES; } else gameEtat = ETAT_CHECK_CARTES; } break; case ETAT_WAIT_FORCE: /* Attente du forçage de la part de la carte IHM */ if(waitingAckFrom == 0) { gameEtat = ETAT_CONFIG; } break; case ETAT_CONFIG: /* Attente de l'odre de choix de mode, Il est possible de modifier la couleur et l'id de la stratégie Il est aussi possible d'envoyer les ordres de debug */ modeTelemetre = 0; break; case ETAT_GAME_INIT: //On charge la liste des instructions loadAllInstruction(Strategie);//Mise en cache de toute les instructions led3=1; gameEtat = ETAT_GAME_WAIT_FOR_JACK; if (etat == DEMO_EN_COURS) { SendRawId(DEBUG_FAKE_JAKE); } else { etat = AFF_WAIT_JACK; } tactile_printf("Attente du JACK."); setAsservissementEtat(1);//On réactive l'asservissement jack.mode(PullDown); // désactivation de la résistance interne du jack jack.fall(&jack_ISR); // création de l'interrupt attachée au changement d'état (front descendant) sur le jack #ifdef ROBOT_BIG //le gros robot n'a pas de recalage bordure pour ce placer au début, on lui envoit donc ça position localData2 = POSITION_DEBUT_T; localData3 = POSITION_DEBUT_Y; if(InversStrat == 1) { localData2 = 1800-localData2;//Inversion theta if(localData2 > 1800) localData2 -= 3600; else if(localData2 <= -1800) localData2 += 3600; localData3 = 3000 - POSITION_DEBUT_Y;//Inversion du Y } SetOdometrie(ODOMETRIE_BIG_POSITION, POSITION_DEBUT_X,localData3,localData2); #endif #ifdef ROBOT_SMALL localData2 = POSITION_DEBUT_T; localData3 = POSITION_DEBUT_Y; if(InversStrat == 1) { localData2 = -localData2;//Inversion theta localData3 = 3000 - POSITION_DEBUT_Y;//Inversion du Y } SetOdometrie(ODOMETRIE_SMALL_POSITION, POSITION_DEBUT_X,localData3,localData2); #endif break; case ETAT_GAME_WAIT_FOR_JACK: //On attend le jack break; case ETAT_GAME_START: gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; if (ModeDemo == 0){ chronoEnd.attach(&chronometre_ISR,90);//On lance le chrono de 90s gameTimer.start(); } gameTimer.reset(); jack.fall(NULL);//On désactive l'interruption du jack SendRawId(GLOBAL_START); Jack=0; //à envoyer sur le CAN et en direct pour l'automate de l'ihm ou sur CANV tactile_printf("Start");//Pas vraiment utile mais bon break; case ETAT_GAME_LOAD_NEXT_INSTRUCTION: /* Chargement de l'instruction suivante ou arret du robot si il n'y a plus d'instruction */ //printf("load next instruction\n"); if(actual_instruction >= nb_instructions || actual_instruction == 255) { gameEtat = ETAT_END; //Il n'y a plus d'instruction, fin du jeu } else { instruction = strat_instructions[actual_instruction]; //On effectue le traitement de l'instruction gameEtat = ETAT_GAME_PROCESS_INSTRUCTION; } screenChecktry = 0; ingnorInversionOnce = 0; break; case ETAT_GAME_PROCESS_INSTRUCTION: /* Traitement de l'instruction, envoie de la trame CAN */ //debug_Instruction(instruction); actionPrecedente = instruction.order; switch(instruction.order) { case MV_COURBURE://C'est un rayon de courbure actionPrecedente = MV_COURBURE; waitingAckID = ASSERVISSEMENT_COURBURE; waitingAckFrom = ACKNOWLEDGE_MOTEUR; if(instruction.nextActionType == ENCHAINEMENT) { MV_enchainement++; localData5 = 1; } else { if(MV_enchainement > 0) { localData5 = 2; MV_enchainement = 0; } else { localData5 = 0; } } localData1 = ((instruction.direction == LEFT)?1:-1); localData2 = instruction.arg3; if(InversStrat == 1 && ingnorInversionOnce == 0) { localData1 = -localData1;//Inversion de la direction #ifdef ROBOT_BIG localData2 = -localData2; localData1 = -localData1;//Inversion de la direction #endif } BendRadius(instruction.arg1, localData2, localData1, localData5); target_theta_robot = localData2 - theta_robot; /* if(instruction.direction == LEFT){ }else{ target_theta_robot = theta_robot + localData2; }*/ break; case MV_LINE://Ligne droite waitingAckID = ASSERVISSEMENT_RECALAGE; waitingAckFrom = ACKNOWLEDGE_MOTEUR; if(instruction.nextActionType == ENCHAINEMENT) { MV_enchainement++; localData5 = 1; } else { if(MV_enchainement > 0) {//Utilisé en cas d'enchainement, localData5 = 2; MV_enchainement = 0; } else { localData5 = 0; } } #ifdef ROBOT_BIG if(InversStrat == 1 && ingnorInversionOnce == 0) { /*if (instruction.direction == FORWARD) instruction.direction = BACKWARD; else instruction.direction = FORWARD;*/ instruction.direction = ((instruction.direction == FORWARD)?BACKWARD:FORWARD); } #endif localData2 = (((instruction.direction == FORWARD)?1:-1)*instruction.arg1); GoStraight(localData2, 0, 0, localData5); target_x_robot = x_robot + localData2*cos((double)theta_robot*M_PI/1800); target_y_robot = y_robot + localData2*sin((double)theta_robot*M_PI/1800); target_theta_robot = theta_robot; break; case MV_TURN: //Rotation sur place if(instruction.direction == RELATIVE) { localData2 = instruction.arg3; } else {//C'est un rotation absolu, il faut la convertir en relative localData2 = instruction.arg3; localData2 = (localData2 - theta_robot)%3600; if(localData2 > 1800) { localData2 = localData2-3600; } } #ifdef ROBOT_SMALL if(InversStrat == 1 && ingnorInversionOnce == 0) { localData2 = -localData2; } #endif #ifdef ROBOT_BIG if(InversStrat == 1 && ingnorInversionOnce == 0) { if(instruction.direction == RELATIVE) { localData2 = instruction.arg3; } else {//C'est un rotation absolu, il faut la convertir en relative localData2 = 1800-instruction.arg3;//Inversion theta if(localData2 > 1800) localData2 -= 3600; else if(localData2 <= -1800) localData2 += 3600; localData2 = (localData2 - theta_robot)%3600; if(localData2 > 1800) { localData2 = localData2-3600; } } } #endif Rotate(localData2); waitingAckID = ASSERVISSEMENT_ROTATION; waitingAckFrom = ACKNOWLEDGE_MOTEUR; break; case MV_XYT: if(instruction.direction == BACKWARD) { localData1 = -1; } else { localData1 = 1; } if(InversStrat == 1 && ingnorInversionOnce == 0) { localData2 = -instruction.arg3; localData3 = 3000 - instruction.arg2;//Inversion du Y } else { localData3 = instruction.arg2; localData2 = instruction.arg3; } #ifdef ROBOT_BIG if(InversStrat == 1 && ingnorInversionOnce == 0) { localData1 = -localData1; localData2 = 1800-instruction.arg3;//Inversion theta if(localData2 > 1800) localData2 -= 3600; else if(localData2 <= -1800) localData2 += 3600; } #endif GoToPosition(instruction.arg1,localData3,localData2,localData1); waitingAckID = ASSERVISSEMENT_XYT; waitingAckFrom = ACKNOWLEDGE_MOTEUR; target_x_robot = instruction.arg1; target_y_robot = localData3; target_theta_robot = localData2; break; case MV_RECALAGE: waitingAckID = ASSERVISSEMENT_RECALAGE; waitingAckFrom = ACKNOWLEDGE_MOTEUR; instruction.nextActionType = WAIT; localData2 = (((instruction.direction == FORWARD)?1:-1)*3000);//On indique une distance de 3000 pour etre sur que le robot va ce recaler if(instruction.precision == RECALAGE_Y) { localData5 = 2; if(InversStrat == 1 && ingnorInversionOnce == 0) { localData3 = 3000 - instruction.arg1;//Inversion du Y } else { localData3 = instruction.arg1; } } else { localData5 = 1; localData3 = instruction.arg1; } GoStraight(localData2, localData5, localData3, 0); break; case ACTION: int tempo = 0; waitingAckID= SERVO_AX12_ACTION; waitingAckFrom = ACKNOWLEDGE_AX12; tempo = doAction(instruction.arg1,instruction.arg2,instruction.arg3); if(tempo == 1){ //L'action est spécifique if((waitingAckFrom == 0 && waitingAckID == 0) || instruction.nextActionType == ENCHAINEMENT) { actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; } else { gameEtat = ETAT_GAME_WAIT_ACK; } #ifdef ROBOT_SMALL actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; #endif return; #ifdef ROBOT_SMALL } else if (tempo == 2) { // on est dans le cas de l'avance selon le telemetre waitingAckID = ASSERVISSEMENT_RECALAGE; waitingAckFrom = ACKNOWLEDGE_MOTEUR; localData2 = (((instruction.direction == FORWARD)?1:-1)*instruction.arg1); GoStraight(telemetreDistance, 0, 0, 0); // on reset la distance du telemetre à 0 telemetreDistance = 5000; #endif }else{ //C'est un AX12 qu'il faut bouger //AX12_setGoal(instruction.arg1,instruction.arg3/10,instruction.arg2); //AX12_enchainement++; } break; default: //Instruction inconnue, on l'ignore break; } if(instruction.nextActionType == JUMP || instruction.nextActionType == WAIT) { gameEtat = ETAT_GAME_WAIT_ACK;//Il faut attendre que la carte est bien reçu l'acknowledge screenChecktry++;//On incrèment le conteur de tentative de 1 cartesCheker.reset();//On reset le timeOut cartesCheker.start(); if(AX12_enchainement > 0) { //AX12_processChange();//Il faut lancer le déplacement des AX12 //AX12_enchainement = 0; } } else {//C'est un enchainement if(instruction.order == MV_LINE){ gameEtat = ETAT_GAME_WAIT_ACK; }else{ actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION;//C'est un enchainement, on charge directement l'instruction suivante } } break; case ETAT_GAME_WAIT_ACK: /* Attente de l'ack de l'instruction */ if(waitingAckID == 0 && waitingAckFrom == 0) {//Les ack ont été reset, c'est bon on continu //if(true) { cartesCheker.stop(); if(instruction.nextActionType == JUMP) { if(instruction.jumpAction == JUMP_POSITION) { gameEtat = ETAT_GAME_JUMP_POSITION; } else {//Pour eviter les erreurs, on dit que c'est par défaut un jump time gameEtat = ETAT_GAME_JUMP_TIME; cartesCheker.reset();//On reset le timeOut cartesCheker.start(); } } else if(instruction.nextActionType == WAIT) { gameEtat = ETAT_GAME_WAIT_END_INSTRUCTION; switch(instruction.order) { case MV_COURBURE: waitingAckID = ASSERVISSEMENT_COURBURE; waitingAckFrom = INSTRUCTION_END_MOTEUR; break; case MV_LINE: waitingAckID = ASSERVISSEMENT_RECALAGE; waitingAckFrom = INSTRUCTION_END_MOTEUR; break; case MV_TURN: waitingAckID = ASSERVISSEMENT_ROTATION; waitingAckFrom = INSTRUCTION_END_MOTEUR; break; case MV_XYT: waitingAckID = ASSERVISSEMENT_XYT; waitingAckFrom = INSTRUCTION_END_MOTEUR; break; case MV_RECALAGE: waitingAckID = ASSERVISSEMENT_RECALAGE; waitingAckFrom = INSTRUCTION_END_MOTEUR; break; case ACTION: if (modeTelemetre == 0){ if (telemetreDistance == 0){ waitingAckID = SERVO_AX12_ACTION;// instruction.arg1; waitingAckFrom = INSTRUCTION_END_AX12; //SERVO_AX12_DONE; }else if(telemetreDistance == 5000){ // on est dans le cas ou l'on fait une ligne suivant la distance du telemetre waitingAckID = ASSERVISSEMENT_RECALAGE; waitingAckFrom = INSTRUCTION_END_MOTEUR; telemetreDistance = 0; } }else{ // si on attend la reponse du telemetre //modeTelemetre = 1; waitingAckID = OBJET_SUR_TABLE; waitingAckFrom = 0; } break; default: break; } } else { gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante } } else if(cartesCheker.read_ms () > 50){ cartesCheker.stop(); if(screenChecktry >=2) {//La carte n'a pas reçus l'information, on passe à l'instruction d'erreur actual_instruction = instruction.nextLineError; gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; } else { gameEtat = ETAT_GAME_PROCESS_INSTRUCTION;//On retourne dans l'etat d'envois de l'instruction } } break; case ETAT_GAME_JUMP_TIME: if(cartesCheker.read_ms () >= instruction.JumpTimeOrX) { cartesCheker.stop();//On arrete le timer actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION;//On charge l'instruction suivante } break; case ETAT_GAME_JUMP_CONFIG: signed int depasX = 1, depasY = 1; // servent à indiquer le sens de dépassement des coordonnées // 1 si l'instruction est plus grande que la position du robot // -1 si l'instruction est plus petite que la position du robot // 0 si l'instruction et position du robot sont proche de moins de 1cm if (abs(x_robot-instruction.JumpTimeOrX)<10){ depasX = 0; }else if(x_robot > instruction.JumpTimeOrX){ depasX = -1; } if(abs(y_robot-instruction.JumpY)<10){ depasY = 0; }else if(y_robot > instruction.JumpY){ depasY = -1; } gameEtat = ETAT_GAME_JUMP_POSITION; break; case ETAT_GAME_JUMP_POSITION: bool Xok = false, Yok = false; if (depasX == 0){ Xok = true; }else if ((instruction.JumpTimeOrX - x_robot)*depasX < -5){ Xok = true; } if (depasY == 0){ Yok = true; }else if ((instruction.JumpY - y_robot)*depasY < -5){ Yok = true; } // on teste si les deux coordonnées ont été dépassées, si oui on lance l'instruction suivante if (Xok && Yok){ actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION;//On charge l'instruction suivante } break; case ETAT_GAME_WAIT_END_INSTRUCTION: if(waitingAckID == 0 && waitingAckFrom ==0) {//On attend que la carte nous indique que l'instruction est terminée actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION;//On charge l'instruction suivante } break; case ETAT_WARNING_TIMEOUT://Attente de la trame fin de danger ou du timeout de 2s if(timeoutWarning.read_ms() >= BALISE_TIMEOUT)//ça fait plus de 2s, il faut changer de stratégie { gameEtat = ETAT_WARNING_SWITCH_STRATEGIE; } break; case ETAT_WARING_END_BALISE_WAIT://Attente d'une seconde apres la fin d'un End Balise pour etre sur que c'est bon if(timeoutWarningWaitEnd.read_ms() >= 1000) {//c'est bon, on repart //actual_instruction = instruction.nextLineError; gameEtat = ETAT_WARNING_END_LAST_INSTRUCTION; } break; case ETAT_WARNING_END_LAST_INSTRUCTION://trouver le meilleur moyen de reprendre l'instruction en cours /* #ifdef ROBOT_BIG actual_instruction = instruction.nextLineError;// 2 //Modification directe... c'est pas bien mais ça marchait pour le match 5 gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; #else actual_instruction = instruction.nextLineError; gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; #endif gameEtat = ETAT_END;*/ switch(actionPrecedente){ case MV_LINE: if(instruction.direction == BACKWARD) { localData1 = -1; } else { localData1 = 1; } GoToPosition(target_x_robot,target_y_robot,target_theta_robot,localData1); debugXYTTarget(target_x_robot,target_y_robot,target_theta_robot); waitingAckID = ASSERVISSEMENT_XYT; waitingAckFrom = ACKNOWLEDGE_MOTEUR; gameEtat = ETAT_GAME_WAIT_ACK; instruction.order = MV_XYT; instruction.arg1 = target_x_robot; instruction.arg2 = target_y_robot; instruction.arg3 = target_theta_robot; instruction.direction = (localData1)?FORWARD:BACKWARD; ingnorInversionOnce = 1;//Pour éviter que l'ago recalcul l'inversion return; case MV_XYT: gameEtat = ETAT_GAME_PROCESS_INSTRUCTION; break; case MV_COURBURE: //target_theta_robot = theta_robot - target_theta_robot; //instruction.arg3 = instruction.arg3 - target_theta_robot; if(instruction.direction == LEFT){ target_theta_robot = target_theta_robot - theta_robot; }else{ target_theta_robot = theta_robot + target_theta_robot; } target_theta_robot = (target_theta_robot)%3600; if(target_theta_robot > 1800) { target_theta_robot = target_theta_robot-3600; } if(InversStrat == 1) { target_theta_robot = -target_theta_robot; } instruction.arg3 = target_theta_robot; gameEtat = ETAT_GAME_PROCESS_INSTRUCTION; break; default: actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; break; } //actual_instruction = instruction.nextLineOK;//On indique que l'on va charger l'instruction suivante //gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; break; case ETAT_WARNING_SWITCH_STRATEGIE://Si à la fin du timeout il y a toujours un robot, passer à l'instruction d'erreur actual_instruction = instruction.nextLineError; gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; ingnorBaliseOnce = 1; break; case ETAT_END: if (ModeDemo){ gameEtat = ETAT_CHECK_CARTE_SCREEN; ModeDemo = 1; } else { gameEtat = ETAT_END_LOOP; } break; case ETAT_END_LOOP: //Rien, on tourne en rond break; default: break; } } /****************************************************************************************/ /* FUNCTION NAME: canProcessRx */ /* DESCRIPTION : Fait évoluer l'automate de l'IHM en fonction des receptions sur le CAN*/ /****************************************************************************************/ void canProcessRx(void) { static signed char FIFO_occupation=0,FIFO_max_occupation=0; char useless1 = 0; FIFO_occupation=FIFO_ecriture-FIFO_lecture; if(FIFO_occupation<0) FIFO_occupation=FIFO_occupation+SIZE_FIFO; if(FIFO_max_occupation<FIFO_occupation) FIFO_max_occupation=FIFO_occupation; if(FIFO_occupation!=0) { int identifiant=msgRxBuffer[FIFO_lecture].id; switch(identifiant) { case ECRAN_PRINTF_1: for(useless1 = 0; useless1 <8; useless1++) { test[useless1] = msgRxBuffer[FIFO_lecture].data[useless1]; } break; case ECRAN_PRINTF_2: for(useless1 = 0; useless1 <8; useless1++) { test[useless1+8] = msgRxBuffer[FIFO_lecture].data[useless1]; } break; case ECRAN_PRINTF_3: for(useless1 = 0; useless1 <8; useless1++) { test[useless1+2*8] = msgRxBuffer[FIFO_lecture].data[useless1]; } break; case ECRAN_PRINTF_4: for(useless1 = 0; useless1 <8; useless1++) { test[useless1+3*8] = msgRxBuffer[FIFO_lecture].data[useless1]; } break; case ECRAN_PRINTF_CLEAR: etat = CHOIX; break; case ALIVE_MOTEUR: if (etat == ATT) { lcd.SetTextColor(LCD_COLOR_LIGHTGREEN); lcd.FillRect(0,75,400,150); //carte moteur lcd.SetTextColor(LCD_COLOR_BLACK); lcd.SetBackColor(LCD_COLOR_LIGHTGREEN); lcd.DisplayStringAt(80, 135, (uint8_t *)"Carte Moteur", LEFT_MODE); } break; case ALIVE_BALISE: if (etat == ATT) { lcd.SetTextColor(LCD_COLOR_LIGHTGREEN); lcd.FillRect(0,250,400,150); //carte AX12 lcd.SetTextColor(LCD_COLOR_BLACK); lcd.SetBackColor(LCD_COLOR_LIGHTGREEN); lcd.DisplayStringAt(110, 310, (uint8_t *)"Balise", LEFT_MODE); } break; case RESET_IHM: etat = CHOIX; break; case DEBUG_FAKE_JAKE://Permet de lancer le match à distance case GLOBAL_JACK: if(gameEtat == ETAT_GAME_WAIT_FOR_JACK) { gameEtat = ETAT_GAME_START; SendRawId(ACKNOWLEDGE_JACK); } break; case ALIVE_ACTIONNEURS_AVANT: case ALIVE_ACTIONNEURS_ARRIERE: case ALIVE_AX12: case ECRAN_ALL_CHECK: if(waitingAckFrom == msgRxBuffer[FIFO_lecture].id) { waitingAckFrom = 0;//C'est la bonne carte qui indique qu'elle est en ligne } break; case ACKNOWLEDGE_BALISE: case ACKNOWLEDGE_MOTEUR: case ACKNOWLEDGE_TELEMETRE: case ACKNOWLEDGE_AX12: case INSTRUCTION_END_BALISE: case INSTRUCTION_END_MOTEUR: case INSTRUCTION_END_IHM: case INSTRUCTION_END_AX12: if(waitingAckFrom == msgRxBuffer[FIFO_lecture].id && ((unsigned short)msgRxBuffer[FIFO_lecture].data[0]|((unsigned short)(msgRxBuffer[FIFO_lecture].data[1])<<8) == waitingAckID)) { waitingAckFrom = 0; waitingAckID = 0; } break; #ifdef ROBOT_BIG case ODOMETRIE_BIG_POSITION: #else case ODOMETRIE_SMALL_POSITION: #endif x_robot=msgRxBuffer[FIFO_lecture].data[0]|((unsigned short)(msgRxBuffer[FIFO_lecture].data[1])<<8); y_robot=msgRxBuffer[FIFO_lecture].data[2]|((unsigned short)(msgRxBuffer[FIFO_lecture].data[3])<<8); theta_robot=msgRxBuffer[FIFO_lecture].data[4]|((signed short)(msgRxBuffer[FIFO_lecture].data[5])<<8); break; case SERVO_AX12_SETGOAL: //SendAck(0x114, SERVO_AX12_SETGOAL); //if(AX12_isLocal(msgRxBuffer[FIFO_lecture].data[0])) //AX12_setGoal(msgRxBuffer[FIFO_lecture].data[0], msgRxBuffer[FIFO_lecture].data[1]|((unsigned short)(msgRxBuffer[FIFO_lecture].data[2])<<8), msgRxBuffer[FIFO_lecture].data[3]|((unsigned short)(msgRxBuffer[FIFO_lecture].data[4])<<8)); break; case SERVO_AX12_PROCESS: SendAck(0x114, SERVO_AX12_PROCESS); //AX12_processChange(1); break; case SERVO_AX12_DONE: SendRawId(POMPE_PWM); /*//SendAck(0x114, SERVO_AX12_DONE); AX12_notifyCANEnd(((unsigned short)(msgRxBuffer[FIFO_lecture].data[0]))); gameEtat = ETAT_GAME_LOAD_NEXT_INSTRUCTION; waitingAckFrom = 0; waitingAckID = 0;*/ break; case BALISE_DANGER : SendAck(ACKNOWLEDGE_BALISE, BALISE_END_DANGER); break; case BALISE_STOP: SendAck(ACKNOWLEDGE_BALISE, BALISE_STOP); if (instruction.order != MV_TURN && instruction.order != ACTION ){ //J'ai rajouté cette ligne mais il faut tester avec et sans pour voir le comportement du robot, if(needToStop() != 0 && ingnorBaliseOnce ==0) { if(gameEtat > ETAT_GAME_START && gameEtat != ETAT_WARNING_TIMEOUT) { SendRawId(ASSERVISSEMENT_STOP); //while(1); // ligne à décommenter si on est en homologation if(gameEtat != ETAT_WARING_END_BALISE_WAIT) { timeoutWarning.reset(); timeoutWarning.start();//Reset du timer utiliser par le timeout } gameEtat = ETAT_WARNING_TIMEOUT; } } } ingnorBaliseOnce = 0; break; case BALISE_END_DANGER: SendAck(ACKNOWLEDGE_BALISE, BALISE_END_DANGER); if(gameEtat == ETAT_WARNING_TIMEOUT) { timeoutWarningWaitEnd.reset(); timeoutWarningWaitEnd.start(); gameEtat = ETAT_WARING_END_BALISE_WAIT; } break; case ECRAN_CHOICE_START_ACTION: if(gameEtat == ETAT_CONFIG) {//C'est bon on a le droit de modifier les config if(msgRxBuffer[FIFO_lecture].data[0] == 1) { runRobotTest(); } else { initRobotActionneur(); } wait_ms(500); SendRawId(ECRAN_ACK_CHOICE_START_ACTION); } break; case OBJET_SUR_TABLE: if (msgRxBuffer[FIFO_lecture].data[1] == 0xff){ gameEtat = ETAT_WARNING_END_LAST_INSTRUCTION; } else{ waitingAckFrom = 0; waitingAckID = 0; strat_instructions[actual_instruction+1].arg1 = returnX(strat_instructions[actual_instruction].arg2); strat_instructions[actual_instruction+1].arg2 = returnY(strat_instructions[actual_instruction].arg2); } modeTelemetre = 0; break; } FIFO_lecture=(FIFO_lecture+1)%SIZE_FIFO; } } /****************************************************************************************/ /* FUNCTION NAME: Bouton_Strat */ /* DESCRIPTION : Sélection de la strat sur le lcd puis envoie sur CAN (à modifier!) */ /****************************************************************************************/ signed char Bouton_Strat (void) { Button STRAT_1 (0, 30, 190, 110, strat_sd[0]); Button STRAT_2 (210, 30, 190, 110, strat_sd[1]); Button STRAT_3 (0, 150, 190, 110, strat_sd[2]); Button STRAT_4 (210, 150, 190, 110, strat_sd[3]); Button STRAT_5 (0, 270, 190, 110,strat_sd[4]); Button STRAT_6 (210, 270, 190, 110, strat_sd[5]); Button STRAT_7 (0, 390, 190, 110, strat_sd[6]); Button STRAT_8 (210, 390, 190, 110, strat_sd[7]); Button STRAT_9 (0, 510, 190, 110, strat_sd[8]); Button STRAT_10 (210, 510, 190, 110, strat_sd[9]); Button RETOUR (0, 680, 400, 110, "--Precedent--"); //Definition des boutons Ack_strat = 0; Strat = 0; STRAT_1.Draw(0xFFF0F0F0, 0); STRAT_2.Draw(0xFFF0F0F0, 0); STRAT_3.Draw(0xFFF0F0F0, 0); STRAT_4.Draw(0xFFF0F0F0, 0); STRAT_5.Draw(0xFFF0F0F0, 0); STRAT_6.Draw(0xFFF0F0F0, 0); STRAT_7.Draw(0xFFF0F0F0, 0); STRAT_8.Draw(0xFFF0F0F0, 0); STRAT_9.Draw(0xFFF0F0F0, 0); STRAT_10.Draw(0xFFF0F0F0, 0); RETOUR.Draw(0xFFFF0000, 0); while(Ack_strat == 0) { canProcessRx(); CANMessage msgTx=CANMessage(); msgTx.id=ECRAN_CHOICE_STRAT; if (RETOUR.Touched()) return -1; while(RETOUR.Touched()); //////////////////////////////STRATEGIE N°1 if (STRAT_1.Touched()){ Strat = 0; msgTx.data[0] = 0x1; can2.write(msgTx); while(STRAT_1.Touched()); Ack_strat =1; } /////////////////////////////STRATEGIE N°2 if (STRAT_2.Touched()){ Strat = 1; msgTx.data[0] = 0x2; can2.write(msgTx); while(STRAT_2.Touched()); Ack_strat =1; } //////////////////////////////STRATEGIE N°3 if (STRAT_3.Touched()){ Strat = 2; msgTx.data[0] = 0x3; can2.write(msgTx); while(STRAT_3.Touched()); Ack_strat =1; } /////////////////////////////STRATEGIE N°4 if (STRAT_4.Touched()){ Strat = 3; msgTx.data[0] = 0x4; can2.write(msgTx); while(STRAT_4.Touched()); Ack_strat =1; } ///////////////////////////////STRATEGIE N°5 if (STRAT_5.Touched()){ Strat = 4; msgTx.data[0] = 0x5; can2.write(msgTx); while(STRAT_5.Touched()); Ack_strat =1; } ////////////////////////////////STRATEGIE N°6 if (STRAT_6.Touched()){ Strat = 5; msgTx.data[0] = 0x6; can2.write(msgTx); while(STRAT_6.Touched()); Ack_strat =1; } /////////////////////////////////STRATEGIE N°7 if (STRAT_7.Touched()){ Strat = 6; msgTx.data[0] = 0x7; can2.write(msgTx); while(STRAT_7.Touched()); Ack_strat =1; } /////////////////////////////////STRATEGIE N°8 if (STRAT_8.Touched()){ Strat = 7; msgTx.data[0] = 0x8; can2.write(msgTx); while(STRAT_8.Touched()); Ack_strat =1; } /////////////////////////////////STRATEGIE N°9 if (STRAT_9.Touched()){ Strat = 8; msgTx.data[0] = 0x9; can2.write(msgTx); while(STRAT_9.Touched()); Ack_strat =1; } ///////////////////////////////////STRATEGIE N°10 if (STRAT_10.Touched()){ Strat = 9; msgTx.data[0] = 0xA; can2.write(msgTx); while(STRAT_10.Touched()); Ack_strat =1; } } return Strat; } void affichage_compteur (int nombre) { int dizaine=0,unite=0; dizaine = nombre/10; unite = nombre-(10*dizaine); print_segment(unite,0); print_segment(dizaine,200); } //****print_segment*** //Dessine en 7 segment le nombre en parametre // A // ===== // | | // B | G | E // |=====| // C | | F // | | // ===== // D /* position pour le chiffre des unites lcd.FillRect(460,75,120,25);// A lcd.FillRect(435,100,25,120);// B lcd.FillRect(435,245,25,120);// C lcd.FillRect(460,365,120,25);// D lcd.FillRect(580,100,25,120);// E lcd.FillRect(580,245,25,120);// F lcd.FillRect(460,220,120,25);// G position pour le chiffre des dizaines lcd.FillRect(260,75,120,25);// A lcd.FillRect(235,100,25,120);// B lcd.FillRect(235,245,25,120);// C lcd.FillRect(260,365,120,25);// D lcd.FillRect(380,100,25,120);// E lcd.FillRect(380,245,25,120);// F lcd.FillRect(260,220,120,25);// G */ void print_segment(int nombre, int decalage) { switch(nombre) { case 0: lcd.FillRect(240-decalage,75,120,25); lcd.FillRect(215-decalage,100,25,120); lcd.FillRect(215-decalage,245,25,120); lcd.FillRect(360-decalage,245,25,120); lcd.FillRect(360-decalage,100,25,120); lcd.FillRect(240-decalage,365,120,25); break; case 1: lcd.FillRect(360-decalage,100,25,120);// E lcd.FillRect(360-decalage,245,25,120);// F break; case 2: lcd.FillRect(240-decalage,75,120,25);// A lcd.FillRect(215-decalage,245,25,120);// C lcd.FillRect(240-decalage,365,120,25);// D lcd.FillRect(360-decalage,100,25,120);// E lcd.FillRect(240-decalage,220,120,25);// G break; case 3: lcd.FillRect(240-decalage,75,120,25);// A lcd.FillRect(360-decalage,100,25,120);// E lcd.FillRect(240-decalage,220,120,25);// G lcd.FillRect(240-decalage,365,120,25);// D lcd.FillRect(360-decalage,245,25,120);// F break; case 4: lcd.FillRect(215-decalage,100,25,120);// B lcd.FillRect(360-decalage,100,25,120);// E lcd.FillRect(360-decalage,245,25,120);// F lcd.FillRect(240-decalage,220,120,25);// G break; case 5: lcd.FillRect(240-decalage,75,120,25);// A lcd.FillRect(215-decalage,100,25,120);// B lcd.FillRect(240-decalage,220,120,25);// G lcd.FillRect(240-decalage,365,120,25);// D lcd.FillRect(360-decalage,245,25,120);// F break; case 6: lcd.FillRect(240-decalage,75,120,25);// A lcd.FillRect(215-decalage,100,25,120);// B lcd.FillRect(215-decalage,245,25,120);// C lcd.FillRect(240-decalage,365,120,25);// D lcd.FillRect(360-decalage,245,25,120);// F lcd.FillRect(240-decalage,220,120,25);// G break; case 7: lcd.FillRect(240-decalage,75,120,25);// A lcd.FillRect(360-decalage,100,25,120);// E lcd.FillRect(360-decalage,245,25,120);// F break; case 8: lcd.FillRect(240-decalage,75,120,25); // A lcd.FillRect(215-decalage,100,25,120); lcd.FillRect(215-decalage,245,25,120); lcd.FillRect(360-decalage,245,25,120);//... lcd.FillRect(360-decalage,100,25,120); lcd.FillRect(240-decalage,365,120,25); lcd.FillRect(240-decalage,220,120,25);// G break; case 9: lcd.FillRect(240-decalage,75,120,25);// A lcd.FillRect(215-decalage,100,25,120);// B lcd.FillRect(240-decalage,365,120,25);// D lcd.FillRect(360-decalage,100,25,120);// E lcd.FillRect(360-decalage,245,25,120);// F lcd.FillRect(240-decalage,220,120,25);// G break; } } void effacer_segment(long couleur) { lcd.SetTextColor(couleur); lcd.FillRect(240-200,75,120,25); // A lcd.FillRect(215-200,100,25,120); lcd.FillRect(215-200,245,25,120); lcd.FillRect(360-200,245,25,120);//... lcd.FillRect(360-200,100,25,120); lcd.FillRect(240-200,365,120,25); lcd.FillRect(240-200,220,120,25);// G lcd.FillRect(240,75,120,25); // A lcd.FillRect(215,100,25,120); lcd.FillRect(215,245,25,120); lcd.FillRect(360,245,25,120);//... lcd.FillRect(360,100,25,120); lcd.FillRect(240,365,120,25); lcd.FillRect(240,220,120,25);// G }