Owen Cavender 201159294

Dependencies:   mbed

Committer:
el17oc
Date:
Tue May 26 12:17:59 2020 +0000
Revision:
1:897160a1a3ae
ELEC2645

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17oc 1:897160a1a3ae 1 #include "Gamepad.h"
el17oc 1:897160a1a3ae 2
el17oc 1:897160a1a3ae 3 #include "mbed.h"
el17oc 1:897160a1a3ae 4
el17oc 1:897160a1a3ae 5 //////////// constructor/destructor ////////////
el17oc 1:897160a1a3ae 6 Gamepad::Gamepad()
el17oc 1:897160a1a3ae 7 :
el17oc 1:897160a1a3ae 8 _led1(new PwmOut(PTA2)),
el17oc 1:897160a1a3ae 9 _led2(new PwmOut(PTC2)),
el17oc 1:897160a1a3ae 10 _led3(new PwmOut(PTC3)),
el17oc 1:897160a1a3ae 11 _led4(new PwmOut(PTA1)),
el17oc 1:897160a1a3ae 12 _led5(new PwmOut(PTC10)),
el17oc 1:897160a1a3ae 13 _led6(new PwmOut(PTC11)),
el17oc 1:897160a1a3ae 14
el17oc 1:897160a1a3ae 15 _button_A(new InterruptIn(PTC7)),
el17oc 1:897160a1a3ae 16 _button_B(new InterruptIn(PTC9)),
el17oc 1:897160a1a3ae 17 _button_X(new InterruptIn(PTC5)),
el17oc 1:897160a1a3ae 18 _button_Y(new InterruptIn(PTC0)),
el17oc 1:897160a1a3ae 19 _button_start(new InterruptIn(PTC8)),
el17oc 1:897160a1a3ae 20
el17oc 1:897160a1a3ae 21 _vert(new AnalogIn(PTB11)),
el17oc 1:897160a1a3ae 22 _horiz(new AnalogIn(PTB10)),
el17oc 1:897160a1a3ae 23
el17oc 1:897160a1a3ae 24 _pot1(new AnalogIn(PTB2)),
el17oc 1:897160a1a3ae 25 _pot2(new AnalogIn(PTB3)),
el17oc 1:897160a1a3ae 26
el17oc 1:897160a1a3ae 27 dac(new AnalogOut(DAC0_OUT)),
el17oc 1:897160a1a3ae 28 ticker(new Ticker),
el17oc 1:897160a1a3ae 29 timeout(new Timeout),
el17oc 1:897160a1a3ae 30 note_timeout(new Timeout),
el17oc 1:897160a1a3ae 31
el17oc 1:897160a1a3ae 32 _x0(0),
el17oc 1:897160a1a3ae 33 _y0(0)
el17oc 1:897160a1a3ae 34 {}
el17oc 1:897160a1a3ae 35
el17oc 1:897160a1a3ae 36
el17oc 1:897160a1a3ae 37 ///////////////// public methods /////////////////
el17oc 1:897160a1a3ae 38
el17oc 1:897160a1a3ae 39 void Gamepad::init()
el17oc 1:897160a1a3ae 40 {
el17oc 1:897160a1a3ae 41 leds_off();
el17oc 1:897160a1a3ae 42
el17oc 1:897160a1a3ae 43 // read centred values of joystick
el17oc 1:897160a1a3ae 44 _x0 = _horiz->read();
el17oc 1:897160a1a3ae 45 _y0 = _vert->read();
el17oc 1:897160a1a3ae 46
el17oc 1:897160a1a3ae 47 // Set all buttons to PullUp
el17oc 1:897160a1a3ae 48 _button_A->mode(PullUp);
el17oc 1:897160a1a3ae 49 _button_B->mode(PullUp);
el17oc 1:897160a1a3ae 50 _button_X->mode(PullUp);
el17oc 1:897160a1a3ae 51 _button_Y->mode(PullUp);
el17oc 1:897160a1a3ae 52 _button_start->mode(PullUp);
el17oc 1:897160a1a3ae 53
el17oc 1:897160a1a3ae 54 // Set up interrupts for the fall of buttons
el17oc 1:897160a1a3ae 55 _button_A->fall(callback(this,&Gamepad::A_fall_interrupt));
el17oc 1:897160a1a3ae 56 _button_B->fall(callback(this,&Gamepad::B_fall_interrupt));
el17oc 1:897160a1a3ae 57 _button_X->fall(callback(this,&Gamepad::X_fall_interrupt));
el17oc 1:897160a1a3ae 58 _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt));
el17oc 1:897160a1a3ae 59 _button_start->fall(callback(this,&Gamepad::start_fall_interrupt));
el17oc 1:897160a1a3ae 60
el17oc 1:897160a1a3ae 61 // initalise button flags
el17oc 1:897160a1a3ae 62 reset_buttons();
el17oc 1:897160a1a3ae 63
el17oc 1:897160a1a3ae 64 // number of samples
el17oc 1:897160a1a3ae 65 _n = 16;
el17oc 1:897160a1a3ae 66 _sample_array = new float[_n];
el17oc 1:897160a1a3ae 67
el17oc 1:897160a1a3ae 68 // create sample array for one period between 0.0 and 1.0
el17oc 1:897160a1a3ae 69 for (int i = 0; i < _n ; i++) {
el17oc 1:897160a1a3ae 70 _sample_array[i] = 0.5f + 0.5f*sin(i*2*PI/_n);
el17oc 1:897160a1a3ae 71 //printf("y[%i] = %f\n",i,_sample_array[i]);
el17oc 1:897160a1a3ae 72 }
el17oc 1:897160a1a3ae 73
el17oc 1:897160a1a3ae 74 }
el17oc 1:897160a1a3ae 75
el17oc 1:897160a1a3ae 76 void Gamepad::leds_off()
el17oc 1:897160a1a3ae 77 {
el17oc 1:897160a1a3ae 78 leds(0.0);
el17oc 1:897160a1a3ae 79 }
el17oc 1:897160a1a3ae 80
el17oc 1:897160a1a3ae 81 void Gamepad::leds_on()
el17oc 1:897160a1a3ae 82 {
el17oc 1:897160a1a3ae 83 leds(1.0);
el17oc 1:897160a1a3ae 84 }
el17oc 1:897160a1a3ae 85
el17oc 1:897160a1a3ae 86 void Gamepad::leds(float val) const
el17oc 1:897160a1a3ae 87 {
el17oc 1:897160a1a3ae 88 if (val < 0.0f) {
el17oc 1:897160a1a3ae 89 val = 0.0f;
el17oc 1:897160a1a3ae 90 }
el17oc 1:897160a1a3ae 91 if (val > 1.0f) {
el17oc 1:897160a1a3ae 92 val = 1.0f;
el17oc 1:897160a1a3ae 93 }
el17oc 1:897160a1a3ae 94
el17oc 1:897160a1a3ae 95 // leds are active-low, so subtract from 1.0
el17oc 1:897160a1a3ae 96 // 0.0 corresponds to fully-off, 1.0 to fully-on
el17oc 1:897160a1a3ae 97 val = 1.0f - val;
el17oc 1:897160a1a3ae 98
el17oc 1:897160a1a3ae 99 _led1->write(val);
el17oc 1:897160a1a3ae 100 _led2->write(val);
el17oc 1:897160a1a3ae 101 _led3->write(val);
el17oc 1:897160a1a3ae 102 _led4->write(val);
el17oc 1:897160a1a3ae 103 _led5->write(val);
el17oc 1:897160a1a3ae 104 _led6->write(val);
el17oc 1:897160a1a3ae 105 }
el17oc 1:897160a1a3ae 106
el17oc 1:897160a1a3ae 107 void Gamepad::led(int n,float val) const
el17oc 1:897160a1a3ae 108 {
el17oc 1:897160a1a3ae 109 // ensure they are within valid range
el17oc 1:897160a1a3ae 110 if (val < 0.0f) {
el17oc 1:897160a1a3ae 111 val = 0.0f;
el17oc 1:897160a1a3ae 112 }
el17oc 1:897160a1a3ae 113 if (val > 1.0f) {
el17oc 1:897160a1a3ae 114 val = 1.0f;
el17oc 1:897160a1a3ae 115 }
el17oc 1:897160a1a3ae 116
el17oc 1:897160a1a3ae 117 switch (n) {
el17oc 1:897160a1a3ae 118
el17oc 1:897160a1a3ae 119 // check for valid LED number and set value
el17oc 1:897160a1a3ae 120
el17oc 1:897160a1a3ae 121 case 1:
el17oc 1:897160a1a3ae 122 _led1->write(1.0f-val); // active-low so subtract from 1
el17oc 1:897160a1a3ae 123 break;
el17oc 1:897160a1a3ae 124 case 2:
el17oc 1:897160a1a3ae 125 _led2->write(1.0f-val); // active-low so subtract from 1
el17oc 1:897160a1a3ae 126 break;
el17oc 1:897160a1a3ae 127 case 3:
el17oc 1:897160a1a3ae 128 _led3->write(1.0f-val); // active-low so subtract from 1
el17oc 1:897160a1a3ae 129 break;
el17oc 1:897160a1a3ae 130 case 4:
el17oc 1:897160a1a3ae 131 _led4->write(1.0f-val); // active-low so subtract from 1
el17oc 1:897160a1a3ae 132 break;
el17oc 1:897160a1a3ae 133 case 5:
el17oc 1:897160a1a3ae 134 _led5->write(1.0f-val); // active-low so subtract from 1
el17oc 1:897160a1a3ae 135 break;
el17oc 1:897160a1a3ae 136 case 6:
el17oc 1:897160a1a3ae 137 _led6->write(1.0f-val); // active-low so subtract from 1
el17oc 1:897160a1a3ae 138 break;
el17oc 1:897160a1a3ae 139
el17oc 1:897160a1a3ae 140 }
el17oc 1:897160a1a3ae 141 }
el17oc 1:897160a1a3ae 142
el17oc 1:897160a1a3ae 143 float Gamepad::read_pot1() const
el17oc 1:897160a1a3ae 144 {
el17oc 1:897160a1a3ae 145 return _pot1->read();
el17oc 1:897160a1a3ae 146 }
el17oc 1:897160a1a3ae 147
el17oc 1:897160a1a3ae 148 float Gamepad::read_pot2() const
el17oc 1:897160a1a3ae 149 {
el17oc 1:897160a1a3ae 150 return _pot2->read();
el17oc 1:897160a1a3ae 151 }
el17oc 1:897160a1a3ae 152
el17oc 1:897160a1a3ae 153
el17oc 1:897160a1a3ae 154 // this method gets the magnitude of the joystick movement
el17oc 1:897160a1a3ae 155 float Gamepad::get_mag()
el17oc 1:897160a1a3ae 156 {
el17oc 1:897160a1a3ae 157 Polar p = get_polar();
el17oc 1:897160a1a3ae 158 return p.mag;
el17oc 1:897160a1a3ae 159 }
el17oc 1:897160a1a3ae 160
el17oc 1:897160a1a3ae 161 // this method gets the angle of joystick movement (0 to 360, 0 North)
el17oc 1:897160a1a3ae 162 float Gamepad::get_angle()
el17oc 1:897160a1a3ae 163 {
el17oc 1:897160a1a3ae 164 Polar p = get_polar();
el17oc 1:897160a1a3ae 165 return p.angle;
el17oc 1:897160a1a3ae 166 }
el17oc 1:897160a1a3ae 167
el17oc 1:897160a1a3ae 168 Direction Gamepad::get_direction()
el17oc 1:897160a1a3ae 169 {
el17oc 1:897160a1a3ae 170 float angle = get_angle(); // 0 to 360, -1 for centred
el17oc 1:897160a1a3ae 171
el17oc 1:897160a1a3ae 172 Direction d;
el17oc 1:897160a1a3ae 173 // partition 360 into segments and check which segment the angle is in
el17oc 1:897160a1a3ae 174 if (angle < 0.0f) {
el17oc 1:897160a1a3ae 175 d = CENTRE; // check for -1.0 angle
el17oc 1:897160a1a3ae 176 } else if (angle < 22.5f) { // then keep going in 45 degree increments
el17oc 1:897160a1a3ae 177 d = N;
el17oc 1:897160a1a3ae 178 } else if (angle < 67.5f) {
el17oc 1:897160a1a3ae 179 d = NE;
el17oc 1:897160a1a3ae 180 } else if (angle < 112.5f) {
el17oc 1:897160a1a3ae 181 d = E;
el17oc 1:897160a1a3ae 182 } else if (angle < 157.5f) {
el17oc 1:897160a1a3ae 183 d = SE;
el17oc 1:897160a1a3ae 184 } else if (angle < 202.5f) {
el17oc 1:897160a1a3ae 185 d = S;
el17oc 1:897160a1a3ae 186 } else if (angle < 247.5f) {
el17oc 1:897160a1a3ae 187 d = SW;
el17oc 1:897160a1a3ae 188 } else if (angle < 292.5f) {
el17oc 1:897160a1a3ae 189 d = W;
el17oc 1:897160a1a3ae 190 } else if (angle < 337.5f) {
el17oc 1:897160a1a3ae 191 d = NW;
el17oc 1:897160a1a3ae 192 } else {
el17oc 1:897160a1a3ae 193 d = N;
el17oc 1:897160a1a3ae 194 }
el17oc 1:897160a1a3ae 195
el17oc 1:897160a1a3ae 196 return d;
el17oc 1:897160a1a3ae 197 }
el17oc 1:897160a1a3ae 198
el17oc 1:897160a1a3ae 199 void Gamepad::reset_buttons()
el17oc 1:897160a1a3ae 200 {
el17oc 1:897160a1a3ae 201 A_fall = B_fall = X_fall = Y_fall = start_fall = false;
el17oc 1:897160a1a3ae 202 }
el17oc 1:897160a1a3ae 203
el17oc 1:897160a1a3ae 204 bool Gamepad::A_pressed()
el17oc 1:897160a1a3ae 205 {
el17oc 1:897160a1a3ae 206 if (A_fall) {
el17oc 1:897160a1a3ae 207 A_fall = false;
el17oc 1:897160a1a3ae 208 return true;
el17oc 1:897160a1a3ae 209 } else {
el17oc 1:897160a1a3ae 210 return false;
el17oc 1:897160a1a3ae 211 }
el17oc 1:897160a1a3ae 212 }
el17oc 1:897160a1a3ae 213
el17oc 1:897160a1a3ae 214 bool Gamepad::B_pressed()
el17oc 1:897160a1a3ae 215 {
el17oc 1:897160a1a3ae 216 if (B_fall) {
el17oc 1:897160a1a3ae 217 B_fall = false;
el17oc 1:897160a1a3ae 218 return true;
el17oc 1:897160a1a3ae 219 } else {
el17oc 1:897160a1a3ae 220 return false;
el17oc 1:897160a1a3ae 221 }
el17oc 1:897160a1a3ae 222 }
el17oc 1:897160a1a3ae 223
el17oc 1:897160a1a3ae 224 bool Gamepad::X_pressed()
el17oc 1:897160a1a3ae 225 {
el17oc 1:897160a1a3ae 226 if (X_fall) {
el17oc 1:897160a1a3ae 227 X_fall = false;
el17oc 1:897160a1a3ae 228 return true;
el17oc 1:897160a1a3ae 229 } else {
el17oc 1:897160a1a3ae 230 return false;
el17oc 1:897160a1a3ae 231 }
el17oc 1:897160a1a3ae 232 }
el17oc 1:897160a1a3ae 233
el17oc 1:897160a1a3ae 234 bool Gamepad::Y_pressed()
el17oc 1:897160a1a3ae 235 {
el17oc 1:897160a1a3ae 236 if (Y_fall) {
el17oc 1:897160a1a3ae 237 Y_fall = false;
el17oc 1:897160a1a3ae 238 return true;
el17oc 1:897160a1a3ae 239 } else {
el17oc 1:897160a1a3ae 240 return false;
el17oc 1:897160a1a3ae 241 }
el17oc 1:897160a1a3ae 242 }
el17oc 1:897160a1a3ae 243
el17oc 1:897160a1a3ae 244 bool Gamepad::start_pressed()
el17oc 1:897160a1a3ae 245 {
el17oc 1:897160a1a3ae 246 if (start_fall) {
el17oc 1:897160a1a3ae 247 start_fall = false;
el17oc 1:897160a1a3ae 248 return true;
el17oc 1:897160a1a3ae 249 } else {
el17oc 1:897160a1a3ae 250 return false;
el17oc 1:897160a1a3ae 251 }
el17oc 1:897160a1a3ae 252 }
el17oc 1:897160a1a3ae 253
el17oc 1:897160a1a3ae 254 bool Gamepad::A_held()
el17oc 1:897160a1a3ae 255 {
el17oc 1:897160a1a3ae 256 // Buttons are configured as PullUp hence the not
el17oc 1:897160a1a3ae 257 return !_button_A->read();
el17oc 1:897160a1a3ae 258 }
el17oc 1:897160a1a3ae 259
el17oc 1:897160a1a3ae 260 bool Gamepad::B_held()
el17oc 1:897160a1a3ae 261 {
el17oc 1:897160a1a3ae 262 return !_button_B->read();
el17oc 1:897160a1a3ae 263 }
el17oc 1:897160a1a3ae 264
el17oc 1:897160a1a3ae 265 bool Gamepad::X_held()
el17oc 1:897160a1a3ae 266 {
el17oc 1:897160a1a3ae 267 return !_button_X->read();
el17oc 1:897160a1a3ae 268 }
el17oc 1:897160a1a3ae 269
el17oc 1:897160a1a3ae 270 bool Gamepad::Y_held()
el17oc 1:897160a1a3ae 271 {
el17oc 1:897160a1a3ae 272 return !_button_Y->read();
el17oc 1:897160a1a3ae 273 }
el17oc 1:897160a1a3ae 274
el17oc 1:897160a1a3ae 275 bool Gamepad::start_held()
el17oc 1:897160a1a3ae 276 {
el17oc 1:897160a1a3ae 277 return !_button_start->read();
el17oc 1:897160a1a3ae 278 }
el17oc 1:897160a1a3ae 279
el17oc 1:897160a1a3ae 280 ///////////////////// private methods ////////////////////////
el17oc 1:897160a1a3ae 281
el17oc 1:897160a1a3ae 282 // get raw joystick coordinate in range -1 to 1
el17oc 1:897160a1a3ae 283 // Direction (x,y)
el17oc 1:897160a1a3ae 284 // North (0,1)
el17oc 1:897160a1a3ae 285 // East (1,0)
el17oc 1:897160a1a3ae 286 // South (0,-1)
el17oc 1:897160a1a3ae 287 // West (-1,0)
el17oc 1:897160a1a3ae 288 Vector2D Gamepad::get_coord()
el17oc 1:897160a1a3ae 289 {
el17oc 1:897160a1a3ae 290 // read() returns value in range 0.0 to 1.0 so is scaled and centre value
el17oc 1:897160a1a3ae 291 // substracted to get values in the range -1.0 to 1.0
el17oc 1:897160a1a3ae 292 float x = 2.0f*( _horiz->read() - _x0 );
el17oc 1:897160a1a3ae 293 float y = 2.0f*( _vert->read() - _y0 );
el17oc 1:897160a1a3ae 294
el17oc 1:897160a1a3ae 295 // Note: the y value here is inverted to ensure the positive y is up
el17oc 1:897160a1a3ae 296
el17oc 1:897160a1a3ae 297 Vector2D coord = {x,-y};
el17oc 1:897160a1a3ae 298 return coord;
el17oc 1:897160a1a3ae 299 }
el17oc 1:897160a1a3ae 300
el17oc 1:897160a1a3ae 301 // This maps the raw x,y coord onto a circular grid.
el17oc 1:897160a1a3ae 302 // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
el17oc 1:897160a1a3ae 303 Vector2D Gamepad::get_mapped_coord()
el17oc 1:897160a1a3ae 304 {
el17oc 1:897160a1a3ae 305 Vector2D coord = get_coord();
el17oc 1:897160a1a3ae 306
el17oc 1:897160a1a3ae 307 // do the transformation
el17oc 1:897160a1a3ae 308 float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
el17oc 1:897160a1a3ae 309 float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
el17oc 1:897160a1a3ae 310
el17oc 1:897160a1a3ae 311 Vector2D mapped_coord = {x,y};
el17oc 1:897160a1a3ae 312 return mapped_coord;
el17oc 1:897160a1a3ae 313 }
el17oc 1:897160a1a3ae 314
el17oc 1:897160a1a3ae 315 // this function converts the mapped coordinates into polar form
el17oc 1:897160a1a3ae 316 Polar Gamepad::get_polar()
el17oc 1:897160a1a3ae 317 {
el17oc 1:897160a1a3ae 318 // get the mapped coordinate
el17oc 1:897160a1a3ae 319 Vector2D coord = get_mapped_coord();
el17oc 1:897160a1a3ae 320
el17oc 1:897160a1a3ae 321 // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
el17oc 1:897160a1a3ae 322 // We want 0 degrees to correspond to North and increase clockwise to 359
el17oc 1:897160a1a3ae 323 // like a compass heading, so we need to swap the axis and invert y
el17oc 1:897160a1a3ae 324 float x = coord.y;
el17oc 1:897160a1a3ae 325 float y = coord.x;
el17oc 1:897160a1a3ae 326
el17oc 1:897160a1a3ae 327 float mag = sqrt(x*x+y*y); // pythagoras
el17oc 1:897160a1a3ae 328 float angle = RAD2DEG*atan2(y,x);
el17oc 1:897160a1a3ae 329 // angle will be in range -180 to 180, so add 360 to negative angles to
el17oc 1:897160a1a3ae 330 // move to 0 to 360 range
el17oc 1:897160a1a3ae 331 if (angle < 0.0f) {
el17oc 1:897160a1a3ae 332 angle+=360.0f;
el17oc 1:897160a1a3ae 333 }
el17oc 1:897160a1a3ae 334
el17oc 1:897160a1a3ae 335 // the noise on the ADC causes the values of x and y to fluctuate slightly
el17oc 1:897160a1a3ae 336 // around the centred values. This causes the random angle values to get
el17oc 1:897160a1a3ae 337 // calculated when the joystick is centred and untouched. This is also when
el17oc 1:897160a1a3ae 338 // the magnitude is very small, so we can check for a small magnitude and then
el17oc 1:897160a1a3ae 339 // set the angle to -1. This will inform us when the angle is invalid and the
el17oc 1:897160a1a3ae 340 // joystick is centred
el17oc 1:897160a1a3ae 341
el17oc 1:897160a1a3ae 342 if (mag < TOL) {
el17oc 1:897160a1a3ae 343 mag = 0.0f;
el17oc 1:897160a1a3ae 344 angle = -1.0f;
el17oc 1:897160a1a3ae 345 }
el17oc 1:897160a1a3ae 346
el17oc 1:897160a1a3ae 347 Polar p = {mag,angle};
el17oc 1:897160a1a3ae 348 return p;
el17oc 1:897160a1a3ae 349 }
el17oc 1:897160a1a3ae 350
el17oc 1:897160a1a3ae 351 // ISRs for buttons
el17oc 1:897160a1a3ae 352 void Gamepad::A_fall_interrupt()
el17oc 1:897160a1a3ae 353 {
el17oc 1:897160a1a3ae 354 A_fall = true;
el17oc 1:897160a1a3ae 355 }
el17oc 1:897160a1a3ae 356 void Gamepad::B_fall_interrupt()
el17oc 1:897160a1a3ae 357 {
el17oc 1:897160a1a3ae 358 B_fall = true;
el17oc 1:897160a1a3ae 359 }
el17oc 1:897160a1a3ae 360 void Gamepad::X_fall_interrupt()
el17oc 1:897160a1a3ae 361 {
el17oc 1:897160a1a3ae 362 X_fall = true;
el17oc 1:897160a1a3ae 363 }
el17oc 1:897160a1a3ae 364 void Gamepad::Y_fall_interrupt()
el17oc 1:897160a1a3ae 365 {
el17oc 1:897160a1a3ae 366 Y_fall = true;
el17oc 1:897160a1a3ae 367 }
el17oc 1:897160a1a3ae 368 void Gamepad::start_fall_interrupt()
el17oc 1:897160a1a3ae 369 {
el17oc 1:897160a1a3ae 370 start_fall = true;
el17oc 1:897160a1a3ae 371 }
el17oc 1:897160a1a3ae 372
el17oc 1:897160a1a3ae 373 void Gamepad::set_bpm(float bpm)
el17oc 1:897160a1a3ae 374 {
el17oc 1:897160a1a3ae 375 _bpm = bpm;
el17oc 1:897160a1a3ae 376 }
el17oc 1:897160a1a3ae 377
el17oc 1:897160a1a3ae 378 void Gamepad::tone(float frequency,float duration)
el17oc 1:897160a1a3ae 379 {
el17oc 1:897160a1a3ae 380 // calculate time step between samples
el17oc 1:897160a1a3ae 381 float dt = 1.0f/(frequency*_n);
el17oc 1:897160a1a3ae 382 // start from beginning of LUT
el17oc 1:897160a1a3ae 383 _sample = 0;
el17oc 1:897160a1a3ae 384
el17oc 1:897160a1a3ae 385 // setup ticker and timeout to stop ticker
el17oc 1:897160a1a3ae 386
el17oc 1:897160a1a3ae 387 // the ticker repeats every dt to plat each sample in turn
el17oc 1:897160a1a3ae 388 ticker->attach(callback(this, &Gamepad::ticker_isr), dt);
el17oc 1:897160a1a3ae 389 // the timeout stops the ticker after the required duration
el17oc 1:897160a1a3ae 390 timeout->attach(callback(this, &Gamepad::timeout_isr), duration );
el17oc 1:897160a1a3ae 391 }
el17oc 1:897160a1a3ae 392
el17oc 1:897160a1a3ae 393 void Gamepad::play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat)
el17oc 1:897160a1a3ae 394 {
el17oc 1:897160a1a3ae 395 // copy arguments to member variables
el17oc 1:897160a1a3ae 396 _bpm = bpm;
el17oc 1:897160a1a3ae 397 _notes = notes; // pointer for array
el17oc 1:897160a1a3ae 398 _durations = durations; // pointer for array
el17oc 1:897160a1a3ae 399 _melody_length = length;
el17oc 1:897160a1a3ae 400 _repeat = repeat;
el17oc 1:897160a1a3ae 401
el17oc 1:897160a1a3ae 402 _note = 0; // start from first note
el17oc 1:897160a1a3ae 403
el17oc 1:897160a1a3ae 404 play_next_note(); // play the next note in the melody
el17oc 1:897160a1a3ae 405 }
el17oc 1:897160a1a3ae 406
el17oc 1:897160a1a3ae 407 void Gamepad::write_dac(float val)
el17oc 1:897160a1a3ae 408 {
el17oc 1:897160a1a3ae 409 if (val < 0.0f) {
el17oc 1:897160a1a3ae 410 val = 0.0f;
el17oc 1:897160a1a3ae 411 } else if (val > 1.0f) {
el17oc 1:897160a1a3ae 412 val = 1.0f;
el17oc 1:897160a1a3ae 413 }
el17oc 1:897160a1a3ae 414 dac->write(val);
el17oc 1:897160a1a3ae 415 }
el17oc 1:897160a1a3ae 416
el17oc 1:897160a1a3ae 417
el17oc 1:897160a1a3ae 418 void Gamepad::play_next_note()
el17oc 1:897160a1a3ae 419 {
el17oc 1:897160a1a3ae 420 // _note is the note index to play
el17oc 1:897160a1a3ae 421
el17oc 1:897160a1a3ae 422 // calculate the duration and frequency of the note
el17oc 1:897160a1a3ae 423 float duration = 60.0f/(_bpm*_durations[_note]);
el17oc 1:897160a1a3ae 424 float frequency = float(_notes[_note]);
el17oc 1:897160a1a3ae 425 //printf("[%i] f = %f d = %f\n",_note,frequency,duration);
el17oc 1:897160a1a3ae 426
el17oc 1:897160a1a3ae 427 // check if the note is not a space and if not then play the note
el17oc 1:897160a1a3ae 428 if (frequency > 0) {
el17oc 1:897160a1a3ae 429 tone(frequency,duration);
el17oc 1:897160a1a3ae 430 }
el17oc 1:897160a1a3ae 431
el17oc 1:897160a1a3ae 432 // the timeout goes to the next note in the melody
el17oc 1:897160a1a3ae 433 // double the duration to leave a bit of a gap in between notes to be better
el17oc 1:897160a1a3ae 434 // able to distinguish them
el17oc 1:897160a1a3ae 435 note_timeout->attach(callback(this, &Gamepad::note_timeout_isr), duration*2.0f );
el17oc 1:897160a1a3ae 436 }
el17oc 1:897160a1a3ae 437
el17oc 1:897160a1a3ae 438 // called when the next note needs playing
el17oc 1:897160a1a3ae 439 void Gamepad::note_timeout_isr()
el17oc 1:897160a1a3ae 440 {
el17oc 1:897160a1a3ae 441 _note++; // go onto next note
el17oc 1:897160a1a3ae 442
el17oc 1:897160a1a3ae 443 // if in repeat mode then reset the note counter when get to end of melody
el17oc 1:897160a1a3ae 444 if (_repeat && _note == _melody_length) {
el17oc 1:897160a1a3ae 445 _note=0;
el17oc 1:897160a1a3ae 446 }
el17oc 1:897160a1a3ae 447
el17oc 1:897160a1a3ae 448 // check if note is within the melody
el17oc 1:897160a1a3ae 449 if (_note < _melody_length) {
el17oc 1:897160a1a3ae 450 play_next_note();
el17oc 1:897160a1a3ae 451 }
el17oc 1:897160a1a3ae 452 }
el17oc 1:897160a1a3ae 453
el17oc 1:897160a1a3ae 454 void Gamepad::ticker_isr()
el17oc 1:897160a1a3ae 455 {
el17oc 1:897160a1a3ae 456 dac->write(_sample_array[_sample%_n]); // use modulo to get index to play
el17oc 1:897160a1a3ae 457 _sample++; // increment the sample ready for next time
el17oc 1:897160a1a3ae 458 }
el17oc 1:897160a1a3ae 459
el17oc 1:897160a1a3ae 460 void Gamepad::timeout_isr()
el17oc 1:897160a1a3ae 461 {
el17oc 1:897160a1a3ae 462 // stops the ticker to end the note
el17oc 1:897160a1a3ae 463 ticker->detach();
el17oc 1:897160a1a3ae 464 }