![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Up-Rev of code, small changes including general tidy of code and adding of missing comments
Dependencies: mbed N5110v02 TMP102 JoystickIoT
main.cpp
- Committer:
- legstar85
- Date:
- 2022-01-14
- Revision:
- 6:ebf4784ce92b
- Parent:
- 5:eebd36a47049
- Child:
- 7:d77e95505e43
File content as of revision 6:ebf4784ce92b:
/* * @ File main.cpp * @ Author - David Leaming - 25574043 * @ Date - December 2021 * * Acknowledgements * Craig A. Evans, University of Leeds, TMP102 Library ,Feb 2016 * Dr Edmond Nurellari, University of Lincoln, Joystick & N5110 Libraries * */ #include "mbed.h" // include the library header, ensure the library has been imported into the project #include "TMP102.h" #include "N5110.h" #include "Joystick.h" #include "Bitmap.h" TMP102 tmp102(I2C_SDA,I2C_SCL); // Create TMP102 object // VCC,SCE,RST,D/C,MOSI,SCLK,LED N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); // Create Screen Object - K64F - pwr from 3V3, GND Pin also needs connecting // y x button Joystick joystick(PTB10,PTB11,PTC16); // Define Joystick Object Serial pc(USBTX,USBRX); // UART connection for PC Ticker ticker_menu; // Create Menu ticker object DigitalOut r_led(LED_RED); // K64F on-board LEDs DigitalOut g_led(LED_GREEN); // K64F on-board LEDs DigitalOut b_led(LED_BLUE); // K64F on-board LEDs DigitalOut LED01 (PTA1); // PCB Surface Mounted LED's - LED1 DigitalOut LED02 (PTA2); // PCB Surface Mounted LED's - LED2 DigitalOut LED03 (PTC2); // PCB Surface Mounted LED's - LED3 DigitalOut LED04 (PTC3); // PCB Surface Mounted LED's - LED4 DigitalOut LED05 (PTC4); // PCB Surface Mounted LED's - LED5 DigitalOut LED06 (PTD3); // PCB Surface Mounted LED's - LED6 InterruptIn sw2(SW2); // K64F on-board switches InterruptIn sw3(SW3); // K64F on-board switches InterruptIn ButtonA (PTB9); // PCB Button - A InterruptIn ButtonB (PTD0); // PCB Button - B volatile int g_ButtonA_flag = 0; // flag - must be volatile as changes within ISR - g_ prefix makes it easier to distinguish it as global volatile int g_ButtonB_flag = 0; // flag - must be volatile as changes within ISR - g_ prefix makes it easier to distinguish it as global volatile int g_sw2_flag = 0; // flag - must be volatile as changes within ISR - g_ prefix makes it easier to distinguish it as global volatile int g_menu_timer_flag = 0; // flag - must be volatile as changes within ISR - g_ prefix makes it easier to distinguish it as global volatile int option = 0; // Menu option selection based on joystick direction void error(); // error function hangs flashing an LED void init_serial(); // setup serial port void init_K64F(); // set-up the on-board LEDs and switches void init_PCB(); // set-up the PCB LEDs and buttons void ButtonA_isr(); // void ButtonB_isr(); // void sw2_isr(); // void menu_timer_isr(); // void OnStartup(); // void Run(); // void ConstantMonitoring(); // int main() { init_K64F(); // initialise the board init_serial(); // initialise the serial port init_PCB(); // initialise the PCB tmp102.init(); // call the sensor init method using dot syntax lcd.init(); // initialise display joystick.init(); // initialise joystick ticker_menu.attach(&menu_timer_isr,0.2); // Attach ticker for the Joystick sw2.fall(&sw2_isr); // SW2 has a pull-up resistor, so the pin will be at 3.3 V by default and fall to 0 V when pressed. We therefore need to look for a falling edge on the pin to fire the interrupt ButtonA.rise(&ButtonA_isr); // External push button, pin set to 0V by pull down command, means a rising edge is looked for ButtonB.rise(&ButtonB_isr); // External push button, pin set to 0V by pull down command, means a rising edge is looked for lcd.setContrast(0.5); // change set contrast in range 0.0 to 1.0 OnStartup(); // Run(); // } void init_serial() { pc.baud(115200); // set to highest baud - ensure terminal software matches } void init_K64F() { r_led = 1; // on-board LEDs are active-low, so set pin high to turn them off. g_led = 1; // on-board LEDs are active-low, so set pin high to turn them off. b_led = 1; // on-board LEDs are active-low, so set pin high to turn them off. sw2.mode(PullNone); // since the on-board switches have external pull-ups, we should disable the internal pull-down sw3.mode(PullNone); // resistors that are enabled by default using InterruptIn } void init_PCB () { LED01 = 1; // PCB surface mounted LED's are active low - write a 1 to turn them off initiallly LED02 = 1; LED03 = 1; LED04 = 1; LED05 = 1; LED06 = 1; ButtonA.mode(PullDown); // Set pin to Pull Down to OV, meaning that a rising edge is looked for when button is pressed ButtonB.mode(PullDown); // Set pin to Pull Down to OV, meaning that a rising edge is looked for when button is pressed } void ButtonA_isr() // ButtonA event-triggered interrupt { g_ButtonA_flag = 1; // set flag in ISR } void ButtonB_isr() // ButtonB event-triggered interrupt { g_ButtonB_flag = 1; // set flag in ISR } void sw2_isr() // SW2 event-triggered interrupt { g_sw2_flag = 1; // set flag in ISR } void menu_timer_isr() { g_menu_timer_flag = 1; // set flag in ISR } void OnStartup() //Run some start up display { lcd.clear(); // clear buffer at start of every loop lcd.printString("Smart Cold",0,0); // can directly print strings at specified co-ordinates (must be less than 84 pixels to fit on display) lcd.printString("Storage",0,1); // Just a welcome message before auto moving to main menu lcd.printString("Monitoring",0,2); lcd.printString("",0,2); // Blank Line lcd.printString("V1.0 - 2021",0,4); lcd.printString("David Leaming",0,5); lcd.refresh(); // need to refresh display after setting pixels or writing strings wait(5.0); // leave welcome screen on for designated amount of time lcd.clear(); // clear buffer at start of every loop lcd.refresh(); // need to refresh display after setting pixels or writing strings lcd.printString("Use Joystick",0,0); // Instruction for use of menu lcd.printString("To Navigate",0,1); lcd.printString("",0,2); // Blank Line lcd.printString("A = Select",0,3); lcd.refresh(); // need to refresh display after setting pixels or writing strings wait(5.0); } enum EMenuState //An enum controlling the current state of the display. { MENUSTATE_Main, MENUSTATE_Monitor, MENUSTATE_OneOff, MENUSTATE_About, MENUSTATTE_Num, // This is a special enum value that just gives is a way to get the number of elements in the enum. }; void Run() { int MenuState; int SelectedItem = 0; int NumMenuItems = 1; while(1){ if (g_menu_timer_flag){ g_menu_timer_flag = 0; bool bAButtonWasPressed = g_ButtonA_flag; // Get the value of the input flags and reset them bool bBButtonWasPressed = g_ButtonB_flag; g_ButtonA_flag = 0; g_ButtonB_flag = 0; lcd.clear(); // clear buffer at start of every loop int NewMenuState = MENUSTATTE_Num; // The new menu we want to transition to, if any. switch(MenuState) // Update and Draw whichever menu we're on. { case MENUSTATE_Main: { NumMenuItems = 3; // Dont for get to set this when changing number of items in the menu. We need this to wrap the selection around properly etc. if(SelectedItem >= NumMenuItems) { SelectedItem = 0; // Something has gone wrong, reset selected item. } lcd.printString("---- MENU ----",0,0); lcd.printString("M1 - Monitor",0,1); lcd.printString("M2 - One-off",0,2); lcd.printString("About",0,3); if(bAButtonWasPressed) // If A was pressed then we transition to the selected screen. { if(SelectedItem == 0) { NewMenuState = MENUSTATE_Monitor; } else if(SelectedItem == 1) { NewMenuState = MENUSTATE_OneOff; } else if(SelectedItem == 2) { NewMenuState = MENUSTATE_About; } } } break; case MENUSTATE_Monitor: { NumMenuItems = 1; // Dont for get to set this when changing number of items in the menu. We need this to wrap the selection around properly etc. if(SelectedItem >= NumMenuItems) { NewMenuState = MENUSTATE_Main; // Something has gone wrong, drop back to the main menu. } lcd.printString("-- Monitor --",0,0); lcd.printString("Back",0,1); //TODO: Whatever the monitor screen should display... if(bAButtonWasPressed) { if(SelectedItem == 0) { NewMenuState = MENUSTATE_Main; } } } break; case MENUSTATE_OneOff: { NumMenuItems = 1; //TOVEY: Dont for get to set this when changing number of items in the menu. We need this to wrap the selection around properly etc. if(SelectedItem >= NumMenuItems) { NewMenuState = MENUSTATE_Main; //Something has gone wrong, drop back to the main menu. } lcd.printString("-- One-off --",0,0); lcd.printString("Back",0,1); //TODO: Whatever the One-off screen should display... if(bAButtonWasPressed) { if(SelectedItem == 0) { NewMenuState = MENUSTATE_Main; } } } break; case MENUSTATE_About: { NumMenuItems = 1; // Dont for get to set this when changing number of items in the menu. We need this to wrap the selection around properly etc. if(SelectedItem >= NumMenuItems) { NewMenuState = MENUSTATE_Main; // Something has gone wrong, drop back to the main menu. } lcd.printString("-- About --",0,0); lcd.printString("Back",0,1); //TODO: Whatever the about screen should display... if(bAButtonWasPressed) { if(SelectedItem == 0) { NewMenuState = MENUSTATE_Main; } } } break; default: { NewMenuState = MENUSTATE_Main; // Something has gone wrong, drop back to the main menu. } }; if(NewMenuState != MENUSTATTE_Num) // If we have requested a new menu state. { printf("Transitioning to MenuState: %i\n", NewMenuState); // MenuState = NewMenuState; // We want to transition the menu to a new state. // Do any bookkeeping needed when moving to new state. SelectedItem = 0; // Reset the selected item. lcd.clear(); // Clear the display for one frame on state transition. } // Could do something else like invert colour etc here. else { // If we have not selected to move to a new menu. unsigned int SelectionMarkerRadius = 4 ; // Draw a marker circle at end of line to show which is the currently selected item. unsigned int SelectionMarkerX = WIDTH - (2 * SelectionMarkerRadius); unsigned int SelectionMarkerY = (HEIGHT / 5) * (SelectedItem + 1); //+1 because of the menu title. lcd.drawCircle(SelectionMarkerX, SelectionMarkerY, SelectionMarkerRadius, FILL_BLACK); // Handle Joystick Input switch (joystick.get_direction()) { // Call to check direction joystick is pointing printf("Direction = %i\n"); // case N: // SelectedItem--; // break; // case S: // SelectedItem++; // break; // } if(SelectedItem < 0) //Wrap the selection around to the start/end of the menu if it goes below 0 or above NumMenuItems. { SelectedItem = NumMenuItems - 1; } else if(SelectedItem >= NumMenuItems) { SelectedItem = 0; } } lcd.refresh(); //Finally update the display. } } } void ConstantMonitoring() { char buffer[14]; // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14) while (1) { lcd.normalMode(); // normal colour mode lcd.setBrightness(0.5); // put LED backlight on 50% lcd.clear(); // clear buffer at start of every loop lcd.refresh(); // need to refresh display after setting pixels or writing strings float T = tmp102.get_temperature(); // read temperature and print to lcd int length = sprintf(buffer,"T = %.2f C",T); // print formatted data to buffer - it is important the format specifier ensures the length will fit in the buffer if (length <= 14) // if string will fit on display (assuming printing at x=0) lcd.printString(buffer,0,2); // display on screen lcd.refresh(); // need to refresh display after setting pixels or writing strings wait(2.0); if (g_ButtonA_flag) { // check if flag i.e. interrupt has occured g_ButtonA_flag = 0; // if it has, clear the flag printf("Button A Press \n"); // send message over serial port - can observe in CoolTerm etc. LED01=0; wait(5.0); LED01=1; } if (g_ButtonB_flag) { // check if flag i.e. interrupt has occured g_ButtonB_flag = 0; // if it has, clear the flag printf("Button B Press \n"); // send message over serial port - can observe in CoolTerm etc. LED02=0; wait(5.0); LED02=1; } } }