ELEC2645 (2019/20) / Mbed 2 deprecated ELEC2645_PROJECT_EL18KK

Dependencies:   mbed

Committer:
KaifK
Date:
Tue May 26 15:50:46 2020 +0000
Revision:
31:e1f80d181779
Parent:
0:e47aa16004e6
Final Submission. I have read and agreed with Statement of Academic Integrity.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
KaifK 0:e47aa16004e6 1 #include "Gamepad.h"
KaifK 0:e47aa16004e6 2
KaifK 0:e47aa16004e6 3 #include "mbed.h"
KaifK 0:e47aa16004e6 4
KaifK 0:e47aa16004e6 5 //////////// constructor/destructor ////////////
KaifK 0:e47aa16004e6 6 Gamepad::Gamepad()
KaifK 0:e47aa16004e6 7 :
KaifK 0:e47aa16004e6 8 _led1(new PwmOut(PTA2)),
KaifK 0:e47aa16004e6 9 _led2(new PwmOut(PTC2)),
KaifK 0:e47aa16004e6 10 _led3(new PwmOut(PTC3)),
KaifK 0:e47aa16004e6 11 _led4(new PwmOut(PTA1)),
KaifK 0:e47aa16004e6 12 _led5(new PwmOut(PTC10)),
KaifK 0:e47aa16004e6 13 _led6(new PwmOut(PTC11)),
KaifK 0:e47aa16004e6 14
KaifK 0:e47aa16004e6 15 _button_A(new InterruptIn(PTC7)),
KaifK 0:e47aa16004e6 16 _button_B(new InterruptIn(PTC9)),
KaifK 0:e47aa16004e6 17 _button_X(new InterruptIn(PTC5)),
KaifK 0:e47aa16004e6 18 _button_Y(new InterruptIn(PTC0)),
KaifK 0:e47aa16004e6 19 _button_start(new InterruptIn(PTC8)),
KaifK 0:e47aa16004e6 20
KaifK 0:e47aa16004e6 21 _vert(new AnalogIn(PTB11)),
KaifK 0:e47aa16004e6 22 _horiz(new AnalogIn(PTB10)),
KaifK 0:e47aa16004e6 23
KaifK 0:e47aa16004e6 24 _pot1(new AnalogIn(PTB2)),
KaifK 0:e47aa16004e6 25 _pot2(new AnalogIn(PTB3)),
KaifK 0:e47aa16004e6 26
KaifK 0:e47aa16004e6 27 dac(new AnalogOut(DAC0_OUT)),
KaifK 0:e47aa16004e6 28 ticker(new Ticker),
KaifK 0:e47aa16004e6 29 timeout(new Timeout),
KaifK 0:e47aa16004e6 30 note_timeout(new Timeout),
KaifK 0:e47aa16004e6 31
KaifK 0:e47aa16004e6 32 _x0(0),
KaifK 0:e47aa16004e6 33 _y0(0)
KaifK 0:e47aa16004e6 34 {}
KaifK 0:e47aa16004e6 35
KaifK 0:e47aa16004e6 36
KaifK 0:e47aa16004e6 37 ///////////////// public methods /////////////////
KaifK 0:e47aa16004e6 38
KaifK 0:e47aa16004e6 39 void Gamepad::init()
KaifK 0:e47aa16004e6 40 {
KaifK 0:e47aa16004e6 41 leds_off();
KaifK 0:e47aa16004e6 42
KaifK 0:e47aa16004e6 43 // read centred values of joystick
KaifK 0:e47aa16004e6 44 _x0 = _horiz->read();
KaifK 0:e47aa16004e6 45 _y0 = _vert->read();
KaifK 0:e47aa16004e6 46
KaifK 0:e47aa16004e6 47 // Set all buttons to PullUp
KaifK 0:e47aa16004e6 48 _button_A->mode(PullUp);
KaifK 0:e47aa16004e6 49 _button_B->mode(PullUp);
KaifK 0:e47aa16004e6 50 _button_X->mode(PullUp);
KaifK 0:e47aa16004e6 51 _button_Y->mode(PullUp);
KaifK 0:e47aa16004e6 52 _button_start->mode(PullUp);
KaifK 0:e47aa16004e6 53
KaifK 0:e47aa16004e6 54 // Set up interrupts for the fall of buttons
KaifK 0:e47aa16004e6 55 _button_A->fall(callback(this,&Gamepad::A_fall_interrupt));
KaifK 0:e47aa16004e6 56 _button_B->fall(callback(this,&Gamepad::B_fall_interrupt));
KaifK 0:e47aa16004e6 57 _button_X->fall(callback(this,&Gamepad::X_fall_interrupt));
KaifK 0:e47aa16004e6 58 _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt));
KaifK 0:e47aa16004e6 59 _button_start->fall(callback(this,&Gamepad::start_fall_interrupt));
KaifK 0:e47aa16004e6 60
KaifK 0:e47aa16004e6 61 // initalise button flags
KaifK 0:e47aa16004e6 62 reset_buttons();
KaifK 0:e47aa16004e6 63
KaifK 0:e47aa16004e6 64 // number of samples
KaifK 0:e47aa16004e6 65 _n = 16;
KaifK 0:e47aa16004e6 66 _sample_array = new float[_n];
KaifK 0:e47aa16004e6 67
KaifK 0:e47aa16004e6 68 // create sample array for one period between 0.0 and 1.0
KaifK 0:e47aa16004e6 69 for (int i = 0; i < _n ; i++) {
KaifK 0:e47aa16004e6 70 _sample_array[i] = 0.5f + 0.5f*sin(i*2*PI/_n);
KaifK 0:e47aa16004e6 71 //printf("y[%i] = %f\n",i,_sample_array[i]);
KaifK 0:e47aa16004e6 72 }
KaifK 0:e47aa16004e6 73
KaifK 0:e47aa16004e6 74 }
KaifK 0:e47aa16004e6 75
KaifK 0:e47aa16004e6 76 void Gamepad::leds_off()
KaifK 0:e47aa16004e6 77 {
KaifK 0:e47aa16004e6 78 leds(0.0);
KaifK 0:e47aa16004e6 79 }
KaifK 0:e47aa16004e6 80
KaifK 0:e47aa16004e6 81 void Gamepad::leds_on()
KaifK 0:e47aa16004e6 82 {
KaifK 0:e47aa16004e6 83 leds(1.0);
KaifK 0:e47aa16004e6 84 }
KaifK 0:e47aa16004e6 85
KaifK 0:e47aa16004e6 86 void Gamepad::leds(float val) const
KaifK 0:e47aa16004e6 87 {
KaifK 0:e47aa16004e6 88 if (val < 0.0f) {
KaifK 0:e47aa16004e6 89 val = 0.0f;
KaifK 0:e47aa16004e6 90 }
KaifK 0:e47aa16004e6 91 if (val > 1.0f) {
KaifK 0:e47aa16004e6 92 val = 1.0f;
KaifK 0:e47aa16004e6 93 }
KaifK 0:e47aa16004e6 94
KaifK 0:e47aa16004e6 95 // leds are active-low, so subtract from 1.0
KaifK 0:e47aa16004e6 96 // 0.0 corresponds to fully-off, 1.0 to fully-on
KaifK 0:e47aa16004e6 97 val = 1.0f - val;
KaifK 0:e47aa16004e6 98
KaifK 0:e47aa16004e6 99 _led1->write(val);
KaifK 0:e47aa16004e6 100 _led2->write(val);
KaifK 0:e47aa16004e6 101 _led3->write(val);
KaifK 0:e47aa16004e6 102 _led4->write(val);
KaifK 0:e47aa16004e6 103 _led5->write(val);
KaifK 0:e47aa16004e6 104 _led6->write(val);
KaifK 0:e47aa16004e6 105 }
KaifK 0:e47aa16004e6 106
KaifK 0:e47aa16004e6 107 void Gamepad::led(int n,float val) const
KaifK 0:e47aa16004e6 108 {
KaifK 0:e47aa16004e6 109 // ensure they are within valid range
KaifK 0:e47aa16004e6 110 if (val < 0.0f) {
KaifK 0:e47aa16004e6 111 val = 0.0f;
KaifK 0:e47aa16004e6 112 }
KaifK 0:e47aa16004e6 113 if (val > 1.0f) {
KaifK 0:e47aa16004e6 114 val = 1.0f;
KaifK 0:e47aa16004e6 115 }
KaifK 0:e47aa16004e6 116
KaifK 0:e47aa16004e6 117 switch (n) {
KaifK 0:e47aa16004e6 118
KaifK 0:e47aa16004e6 119 // check for valid LED number and set value
KaifK 0:e47aa16004e6 120
KaifK 0:e47aa16004e6 121 case 1:
KaifK 0:e47aa16004e6 122 _led1->write(1.0f-val); // active-low so subtract from 1
KaifK 0:e47aa16004e6 123 break;
KaifK 0:e47aa16004e6 124 case 2:
KaifK 0:e47aa16004e6 125 _led2->write(1.0f-val); // active-low so subtract from 1
KaifK 0:e47aa16004e6 126 break;
KaifK 0:e47aa16004e6 127 case 3:
KaifK 0:e47aa16004e6 128 _led3->write(1.0f-val); // active-low so subtract from 1
KaifK 0:e47aa16004e6 129 break;
KaifK 0:e47aa16004e6 130 case 4:
KaifK 0:e47aa16004e6 131 _led4->write(1.0f-val); // active-low so subtract from 1
KaifK 0:e47aa16004e6 132 break;
KaifK 0:e47aa16004e6 133 case 5:
KaifK 0:e47aa16004e6 134 _led5->write(1.0f-val); // active-low so subtract from 1
KaifK 0:e47aa16004e6 135 break;
KaifK 0:e47aa16004e6 136 case 6:
KaifK 0:e47aa16004e6 137 _led6->write(1.0f-val); // active-low so subtract from 1
KaifK 0:e47aa16004e6 138 break;
KaifK 0:e47aa16004e6 139
KaifK 0:e47aa16004e6 140 }
KaifK 0:e47aa16004e6 141 }
KaifK 0:e47aa16004e6 142
KaifK 0:e47aa16004e6 143 float Gamepad::read_pot1() const
KaifK 0:e47aa16004e6 144 {
KaifK 0:e47aa16004e6 145 return _pot1->read();
KaifK 0:e47aa16004e6 146 }
KaifK 0:e47aa16004e6 147
KaifK 0:e47aa16004e6 148 float Gamepad::read_pot2() const
KaifK 0:e47aa16004e6 149 {
KaifK 0:e47aa16004e6 150 return _pot2->read();
KaifK 0:e47aa16004e6 151 }
KaifK 0:e47aa16004e6 152
KaifK 0:e47aa16004e6 153
KaifK 0:e47aa16004e6 154 // this method gets the magnitude of the joystick movement
KaifK 0:e47aa16004e6 155 float Gamepad::get_mag()
KaifK 0:e47aa16004e6 156 {
KaifK 0:e47aa16004e6 157 Polar p = get_polar();
KaifK 0:e47aa16004e6 158 return p.mag;
KaifK 0:e47aa16004e6 159 }
KaifK 0:e47aa16004e6 160
KaifK 0:e47aa16004e6 161 // this method gets the angle of joystick movement (0 to 360, 0 North)
KaifK 0:e47aa16004e6 162 float Gamepad::get_angle()
KaifK 0:e47aa16004e6 163 {
KaifK 0:e47aa16004e6 164 Polar p = get_polar();
KaifK 0:e47aa16004e6 165 return p.angle;
KaifK 0:e47aa16004e6 166 }
KaifK 0:e47aa16004e6 167
KaifK 0:e47aa16004e6 168 Direction Gamepad::get_direction()
KaifK 0:e47aa16004e6 169 {
KaifK 0:e47aa16004e6 170 float angle = get_angle(); // 0 to 360, -1 for centred
KaifK 0:e47aa16004e6 171
KaifK 0:e47aa16004e6 172 Direction d;
KaifK 0:e47aa16004e6 173 // partition 360 into segments and check which segment the angle is in
KaifK 0:e47aa16004e6 174 if (angle < 0.0f) {
KaifK 0:e47aa16004e6 175 d = CENTRE; // check for -1.0 angle
KaifK 0:e47aa16004e6 176 } else if (angle < 22.5f) { // then keep going in 45 degree increments
KaifK 0:e47aa16004e6 177 d = N;
KaifK 0:e47aa16004e6 178 } else if (angle < 67.5f) {
KaifK 0:e47aa16004e6 179 d = NE;
KaifK 0:e47aa16004e6 180 } else if (angle < 112.5f) {
KaifK 0:e47aa16004e6 181 d = E;
KaifK 0:e47aa16004e6 182 } else if (angle < 157.5f) {
KaifK 0:e47aa16004e6 183 d = SE;
KaifK 0:e47aa16004e6 184 } else if (angle < 202.5f) {
KaifK 0:e47aa16004e6 185 d = S;
KaifK 0:e47aa16004e6 186 } else if (angle < 247.5f) {
KaifK 0:e47aa16004e6 187 d = SW;
KaifK 0:e47aa16004e6 188 } else if (angle < 292.5f) {
KaifK 0:e47aa16004e6 189 d = W;
KaifK 0:e47aa16004e6 190 } else if (angle < 337.5f) {
KaifK 0:e47aa16004e6 191 d = NW;
KaifK 0:e47aa16004e6 192 } else {
KaifK 0:e47aa16004e6 193 d = N;
KaifK 0:e47aa16004e6 194 }
KaifK 0:e47aa16004e6 195
KaifK 0:e47aa16004e6 196 return d;
KaifK 0:e47aa16004e6 197 }
KaifK 0:e47aa16004e6 198
KaifK 0:e47aa16004e6 199 void Gamepad::reset_buttons()
KaifK 0:e47aa16004e6 200 {
KaifK 0:e47aa16004e6 201 A_fall = B_fall = X_fall = Y_fall = start_fall = false;
KaifK 0:e47aa16004e6 202 }
KaifK 0:e47aa16004e6 203
KaifK 0:e47aa16004e6 204 bool Gamepad::A_pressed()
KaifK 0:e47aa16004e6 205 {
KaifK 0:e47aa16004e6 206 if (A_fall) {
KaifK 0:e47aa16004e6 207 A_fall = false;
KaifK 0:e47aa16004e6 208 return true;
KaifK 0:e47aa16004e6 209 } else {
KaifK 0:e47aa16004e6 210 return false;
KaifK 0:e47aa16004e6 211 }
KaifK 0:e47aa16004e6 212 }
KaifK 0:e47aa16004e6 213
KaifK 0:e47aa16004e6 214 bool Gamepad::B_pressed()
KaifK 0:e47aa16004e6 215 {
KaifK 0:e47aa16004e6 216 if (B_fall) {
KaifK 0:e47aa16004e6 217 B_fall = false;
KaifK 0:e47aa16004e6 218 return true;
KaifK 0:e47aa16004e6 219 } else {
KaifK 0:e47aa16004e6 220 return false;
KaifK 0:e47aa16004e6 221 }
KaifK 0:e47aa16004e6 222 }
KaifK 0:e47aa16004e6 223
KaifK 0:e47aa16004e6 224 bool Gamepad::X_pressed()
KaifK 0:e47aa16004e6 225 {
KaifK 0:e47aa16004e6 226 if (X_fall) {
KaifK 0:e47aa16004e6 227 X_fall = false;
KaifK 0:e47aa16004e6 228 return true;
KaifK 0:e47aa16004e6 229 } else {
KaifK 0:e47aa16004e6 230 return false;
KaifK 0:e47aa16004e6 231 }
KaifK 0:e47aa16004e6 232 }
KaifK 0:e47aa16004e6 233
KaifK 0:e47aa16004e6 234 bool Gamepad::Y_pressed()
KaifK 0:e47aa16004e6 235 {
KaifK 0:e47aa16004e6 236 if (Y_fall) {
KaifK 0:e47aa16004e6 237 Y_fall = false;
KaifK 0:e47aa16004e6 238 return true;
KaifK 0:e47aa16004e6 239 } else {
KaifK 0:e47aa16004e6 240 return false;
KaifK 0:e47aa16004e6 241 }
KaifK 0:e47aa16004e6 242 }
KaifK 0:e47aa16004e6 243
KaifK 0:e47aa16004e6 244 bool Gamepad::start_pressed()
KaifK 0:e47aa16004e6 245 {
KaifK 0:e47aa16004e6 246 if (start_fall) {
KaifK 0:e47aa16004e6 247 start_fall = false;
KaifK 0:e47aa16004e6 248 return true;
KaifK 0:e47aa16004e6 249 } else {
KaifK 0:e47aa16004e6 250 return false;
KaifK 0:e47aa16004e6 251 }
KaifK 0:e47aa16004e6 252 }
KaifK 0:e47aa16004e6 253
KaifK 0:e47aa16004e6 254 bool Gamepad::A_held()
KaifK 0:e47aa16004e6 255 {
KaifK 0:e47aa16004e6 256 // Buttons are configured as PullUp hence the not
KaifK 0:e47aa16004e6 257 return !_button_A->read();
KaifK 0:e47aa16004e6 258 }
KaifK 0:e47aa16004e6 259
KaifK 0:e47aa16004e6 260 bool Gamepad::B_held()
KaifK 0:e47aa16004e6 261 {
KaifK 0:e47aa16004e6 262 return !_button_B->read();
KaifK 0:e47aa16004e6 263 }
KaifK 0:e47aa16004e6 264
KaifK 0:e47aa16004e6 265 bool Gamepad::X_held()
KaifK 0:e47aa16004e6 266 {
KaifK 0:e47aa16004e6 267 return !_button_X->read();
KaifK 0:e47aa16004e6 268 }
KaifK 0:e47aa16004e6 269
KaifK 0:e47aa16004e6 270 bool Gamepad::Y_held()
KaifK 0:e47aa16004e6 271 {
KaifK 0:e47aa16004e6 272 return !_button_Y->read();
KaifK 0:e47aa16004e6 273 }
KaifK 0:e47aa16004e6 274
KaifK 0:e47aa16004e6 275 bool Gamepad::start_held()
KaifK 0:e47aa16004e6 276 {
KaifK 0:e47aa16004e6 277 return !_button_start->read();
KaifK 0:e47aa16004e6 278 }
KaifK 0:e47aa16004e6 279
KaifK 0:e47aa16004e6 280 ///////////////////// private methods ////////////////////////
KaifK 0:e47aa16004e6 281
KaifK 0:e47aa16004e6 282 // get raw joystick coordinate in range -1 to 1
KaifK 0:e47aa16004e6 283 // Direction (x,y)
KaifK 0:e47aa16004e6 284 // North (0,1)
KaifK 0:e47aa16004e6 285 // East (1,0)
KaifK 0:e47aa16004e6 286 // South (0,-1)
KaifK 0:e47aa16004e6 287 // West (-1,0)
KaifK 0:e47aa16004e6 288 Vector2D Gamepad::get_coord()
KaifK 0:e47aa16004e6 289 {
KaifK 0:e47aa16004e6 290 // read() returns value in range 0.0 to 1.0 so is scaled and centre value
KaifK 0:e47aa16004e6 291 // substracted to get values in the range -1.0 to 1.0
KaifK 0:e47aa16004e6 292 float x = 2.0f*( _horiz->read() - _x0 );
KaifK 0:e47aa16004e6 293 float y = 2.0f*( _vert->read() - _y0 );
KaifK 0:e47aa16004e6 294
KaifK 0:e47aa16004e6 295 // Note: the y value here is inverted to ensure the positive y is up
KaifK 0:e47aa16004e6 296
KaifK 0:e47aa16004e6 297 Vector2D coord = {x,-y};
KaifK 0:e47aa16004e6 298 return coord;
KaifK 0:e47aa16004e6 299 }
KaifK 0:e47aa16004e6 300
KaifK 0:e47aa16004e6 301 // This maps the raw x,y coord onto a circular grid.
KaifK 0:e47aa16004e6 302 // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
KaifK 0:e47aa16004e6 303 Vector2D Gamepad::get_mapped_coord()
KaifK 0:e47aa16004e6 304 {
KaifK 0:e47aa16004e6 305 Vector2D coord = get_coord();
KaifK 0:e47aa16004e6 306
KaifK 0:e47aa16004e6 307 // do the transformation
KaifK 0:e47aa16004e6 308 float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
KaifK 0:e47aa16004e6 309 float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
KaifK 0:e47aa16004e6 310
KaifK 0:e47aa16004e6 311 Vector2D mapped_coord = {x,y};
KaifK 0:e47aa16004e6 312 return mapped_coord;
KaifK 0:e47aa16004e6 313 }
KaifK 0:e47aa16004e6 314
KaifK 0:e47aa16004e6 315 // this function converts the mapped coordinates into polar form
KaifK 0:e47aa16004e6 316 Polar Gamepad::get_polar()
KaifK 0:e47aa16004e6 317 {
KaifK 0:e47aa16004e6 318 // get the mapped coordinate
KaifK 0:e47aa16004e6 319 Vector2D coord = get_mapped_coord();
KaifK 0:e47aa16004e6 320
KaifK 0:e47aa16004e6 321 // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
KaifK 0:e47aa16004e6 322 // We want 0 degrees to correspond to North and increase clockwise to 359
KaifK 0:e47aa16004e6 323 // like a compass heading, so we need to swap the axis and invert y
KaifK 0:e47aa16004e6 324 float x = coord.y;
KaifK 0:e47aa16004e6 325 float y = coord.x;
KaifK 0:e47aa16004e6 326
KaifK 0:e47aa16004e6 327 float mag = sqrt(x*x+y*y); // pythagoras
KaifK 0:e47aa16004e6 328 float angle = RAD2DEG*atan2(y,x);
KaifK 0:e47aa16004e6 329 // angle will be in range -180 to 180, so add 360 to negative angles to
KaifK 0:e47aa16004e6 330 // move to 0 to 360 range
KaifK 0:e47aa16004e6 331 if (angle < 0.0f) {
KaifK 0:e47aa16004e6 332 angle+=360.0f;
KaifK 0:e47aa16004e6 333 }
KaifK 0:e47aa16004e6 334
KaifK 0:e47aa16004e6 335 // the noise on the ADC causes the values of x and y to fluctuate slightly
KaifK 0:e47aa16004e6 336 // around the centred values. This causes the random angle values to get
KaifK 0:e47aa16004e6 337 // calculated when the joystick is centred and untouched. This is also when
KaifK 0:e47aa16004e6 338 // the magnitude is very small, so we can check for a small magnitude and then
KaifK 0:e47aa16004e6 339 // set the angle to -1. This will inform us when the angle is invalid and the
KaifK 0:e47aa16004e6 340 // joystick is centred
KaifK 0:e47aa16004e6 341
KaifK 0:e47aa16004e6 342 if (mag < TOL) {
KaifK 0:e47aa16004e6 343 mag = 0.0f;
KaifK 0:e47aa16004e6 344 angle = -1.0f;
KaifK 0:e47aa16004e6 345 }
KaifK 0:e47aa16004e6 346
KaifK 0:e47aa16004e6 347 Polar p = {mag,angle};
KaifK 0:e47aa16004e6 348 return p;
KaifK 0:e47aa16004e6 349 }
KaifK 0:e47aa16004e6 350
KaifK 0:e47aa16004e6 351 // ISRs for buttons
KaifK 0:e47aa16004e6 352 void Gamepad::A_fall_interrupt()
KaifK 0:e47aa16004e6 353 {
KaifK 0:e47aa16004e6 354 A_fall = true;
KaifK 0:e47aa16004e6 355 }
KaifK 0:e47aa16004e6 356 void Gamepad::B_fall_interrupt()
KaifK 0:e47aa16004e6 357 {
KaifK 0:e47aa16004e6 358 B_fall = true;
KaifK 0:e47aa16004e6 359 }
KaifK 0:e47aa16004e6 360 void Gamepad::X_fall_interrupt()
KaifK 0:e47aa16004e6 361 {
KaifK 0:e47aa16004e6 362 X_fall = true;
KaifK 0:e47aa16004e6 363 }
KaifK 0:e47aa16004e6 364 void Gamepad::Y_fall_interrupt()
KaifK 0:e47aa16004e6 365 {
KaifK 0:e47aa16004e6 366 Y_fall = true;
KaifK 0:e47aa16004e6 367 }
KaifK 0:e47aa16004e6 368 void Gamepad::start_fall_interrupt()
KaifK 0:e47aa16004e6 369 {
KaifK 0:e47aa16004e6 370 start_fall = true;
KaifK 0:e47aa16004e6 371 }
KaifK 0:e47aa16004e6 372
KaifK 0:e47aa16004e6 373 void Gamepad::set_bpm(float bpm)
KaifK 0:e47aa16004e6 374 {
KaifK 0:e47aa16004e6 375 _bpm = bpm;
KaifK 0:e47aa16004e6 376 }
KaifK 0:e47aa16004e6 377
KaifK 0:e47aa16004e6 378 void Gamepad::tone(float frequency,float duration)
KaifK 0:e47aa16004e6 379 {
KaifK 0:e47aa16004e6 380 // calculate time step between samples
KaifK 0:e47aa16004e6 381 float dt = 1.0f/(frequency*_n);
KaifK 0:e47aa16004e6 382 // start from beginning of LUT
KaifK 0:e47aa16004e6 383 _sample = 0;
KaifK 0:e47aa16004e6 384
KaifK 0:e47aa16004e6 385 // setup ticker and timeout to stop ticker
KaifK 0:e47aa16004e6 386
KaifK 0:e47aa16004e6 387 // the ticker repeats every dt to plat each sample in turn
KaifK 0:e47aa16004e6 388 ticker->attach(callback(this, &Gamepad::ticker_isr), dt);
KaifK 0:e47aa16004e6 389 // the timeout stops the ticker after the required duration
KaifK 0:e47aa16004e6 390 timeout->attach(callback(this, &Gamepad::timeout_isr), duration );
KaifK 0:e47aa16004e6 391 }
KaifK 0:e47aa16004e6 392
KaifK 0:e47aa16004e6 393 void Gamepad::play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat)
KaifK 0:e47aa16004e6 394 {
KaifK 0:e47aa16004e6 395 // copy arguments to member variables
KaifK 0:e47aa16004e6 396 _bpm = bpm;
KaifK 0:e47aa16004e6 397 _notes = notes; // pointer for array
KaifK 0:e47aa16004e6 398 _durations = durations; // pointer for array
KaifK 0:e47aa16004e6 399 _melody_length = length;
KaifK 0:e47aa16004e6 400 _repeat = repeat;
KaifK 0:e47aa16004e6 401
KaifK 0:e47aa16004e6 402 _note = 0; // start from first note
KaifK 0:e47aa16004e6 403
KaifK 0:e47aa16004e6 404 play_next_note(); // play the next note in the melody
KaifK 0:e47aa16004e6 405 }
KaifK 0:e47aa16004e6 406
KaifK 0:e47aa16004e6 407 void Gamepad::write_dac(float val)
KaifK 0:e47aa16004e6 408 {
KaifK 0:e47aa16004e6 409 if (val < 0.0f) {
KaifK 0:e47aa16004e6 410 val = 0.0f;
KaifK 0:e47aa16004e6 411 } else if (val > 1.0f) {
KaifK 0:e47aa16004e6 412 val = 1.0f;
KaifK 0:e47aa16004e6 413 }
KaifK 0:e47aa16004e6 414 dac->write(val);
KaifK 0:e47aa16004e6 415 }
KaifK 0:e47aa16004e6 416
KaifK 0:e47aa16004e6 417
KaifK 0:e47aa16004e6 418 void Gamepad::play_next_note()
KaifK 0:e47aa16004e6 419 {
KaifK 0:e47aa16004e6 420 // _note is the note index to play
KaifK 0:e47aa16004e6 421
KaifK 0:e47aa16004e6 422 // calculate the duration and frequency of the note
KaifK 0:e47aa16004e6 423 float duration = 60.0f/(_bpm*_durations[_note]);
KaifK 0:e47aa16004e6 424 float frequency = float(_notes[_note]);
KaifK 0:e47aa16004e6 425 //printf("[%i] f = %f d = %f\n",_note,frequency,duration);
KaifK 0:e47aa16004e6 426
KaifK 0:e47aa16004e6 427 // check if the note is not a space and if not then play the note
KaifK 0:e47aa16004e6 428 if (frequency > 0) {
KaifK 0:e47aa16004e6 429 tone(frequency,duration);
KaifK 0:e47aa16004e6 430 }
KaifK 0:e47aa16004e6 431
KaifK 0:e47aa16004e6 432 // the timeout goes to the next note in the melody
KaifK 0:e47aa16004e6 433 // double the duration to leave a bit of a gap in between notes to be better
KaifK 0:e47aa16004e6 434 // able to distinguish them
KaifK 0:e47aa16004e6 435 note_timeout->attach(callback(this, &Gamepad::note_timeout_isr), duration*2.0f );
KaifK 0:e47aa16004e6 436 }
KaifK 0:e47aa16004e6 437
KaifK 0:e47aa16004e6 438 // called when the next note needs playing
KaifK 0:e47aa16004e6 439 void Gamepad::note_timeout_isr()
KaifK 0:e47aa16004e6 440 {
KaifK 0:e47aa16004e6 441 _note++; // go onto next note
KaifK 0:e47aa16004e6 442
KaifK 0:e47aa16004e6 443 // if in repeat mode then reset the note counter when get to end of melody
KaifK 0:e47aa16004e6 444 if (_repeat && _note == _melody_length) {
KaifK 0:e47aa16004e6 445 _note=0;
KaifK 0:e47aa16004e6 446 }
KaifK 0:e47aa16004e6 447
KaifK 0:e47aa16004e6 448 // check if note is within the melody
KaifK 0:e47aa16004e6 449 if (_note < _melody_length) {
KaifK 0:e47aa16004e6 450 play_next_note();
KaifK 0:e47aa16004e6 451 }
KaifK 0:e47aa16004e6 452 }
KaifK 0:e47aa16004e6 453
KaifK 0:e47aa16004e6 454 void Gamepad::ticker_isr()
KaifK 0:e47aa16004e6 455 {
KaifK 0:e47aa16004e6 456 dac->write(_sample_array[_sample%_n]); // use modulo to get index to play
KaifK 0:e47aa16004e6 457 _sample++; // increment the sample ready for next time
KaifK 0:e47aa16004e6 458 }
KaifK 0:e47aa16004e6 459
KaifK 0:e47aa16004e6 460 void Gamepad::timeout_isr()
KaifK 0:e47aa16004e6 461 {
KaifK 0:e47aa16004e6 462 // stops the ticker to end the note
KaifK 0:e47aa16004e6 463 ticker->detach();
KaifK 0:e47aa16004e6 464 }