Zeyu Feng 201377605

Dependencies:   mbed

On Minerva

Committer:
el19zf
Date:
Fri May 22 16:07:02 2020 +0000
Revision:
22:cded0cd8e1c9
Parent:
1:b133934e0d45
Final Submission. I have read and agreed with Statement of Academic Integrity.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el19zf 1:b133934e0d45 1 #include "Gamepad.h"
el19zf 1:b133934e0d45 2
el19zf 1:b133934e0d45 3 #include "mbed.h"
el19zf 1:b133934e0d45 4
el19zf 1:b133934e0d45 5 //////////// constructor/destructor ////////////
el19zf 1:b133934e0d45 6 Gamepad::Gamepad()
el19zf 1:b133934e0d45 7 :
el19zf 1:b133934e0d45 8 _led1(new PwmOut(PTA2)),
el19zf 1:b133934e0d45 9 _led2(new PwmOut(PTC2)),
el19zf 1:b133934e0d45 10 _led3(new PwmOut(PTC3)),
el19zf 1:b133934e0d45 11 _led4(new PwmOut(PTA1)),
el19zf 1:b133934e0d45 12 _led5(new PwmOut(PTC10)),
el19zf 1:b133934e0d45 13 _led6(new PwmOut(PTC11)),
el19zf 1:b133934e0d45 14
el19zf 1:b133934e0d45 15 _button_A(new InterruptIn(PTC7)),
el19zf 1:b133934e0d45 16 _button_B(new InterruptIn(PTC9)),
el19zf 1:b133934e0d45 17 _button_X(new InterruptIn(PTC5)),
el19zf 1:b133934e0d45 18 _button_Y(new InterruptIn(PTC0)),
el19zf 1:b133934e0d45 19 _button_start(new InterruptIn(PTC8)),
el19zf 1:b133934e0d45 20
el19zf 1:b133934e0d45 21 _vert(new AnalogIn(PTB11)),
el19zf 1:b133934e0d45 22 _horiz(new AnalogIn(PTB10)),
el19zf 1:b133934e0d45 23
el19zf 1:b133934e0d45 24 _pot1(new AnalogIn(PTB2)),
el19zf 1:b133934e0d45 25 _pot2(new AnalogIn(PTB3)),
el19zf 1:b133934e0d45 26
el19zf 1:b133934e0d45 27 dac(new AnalogOut(DAC0_OUT)),
el19zf 1:b133934e0d45 28 ticker(new Ticker),
el19zf 1:b133934e0d45 29 timeout(new Timeout),
el19zf 1:b133934e0d45 30 note_timeout(new Timeout),
el19zf 1:b133934e0d45 31
el19zf 1:b133934e0d45 32 _x0(0),
el19zf 1:b133934e0d45 33 _y0(0)
el19zf 1:b133934e0d45 34 {}
el19zf 1:b133934e0d45 35
el19zf 1:b133934e0d45 36
el19zf 1:b133934e0d45 37 ///////////////// public methods /////////////////
el19zf 1:b133934e0d45 38
el19zf 1:b133934e0d45 39 void Gamepad::init()
el19zf 1:b133934e0d45 40 {
el19zf 1:b133934e0d45 41 leds_off();
el19zf 1:b133934e0d45 42
el19zf 1:b133934e0d45 43 // read centred values of joystick
el19zf 1:b133934e0d45 44 _x0 = _horiz->read();
el19zf 1:b133934e0d45 45 _y0 = _vert->read();
el19zf 1:b133934e0d45 46
el19zf 1:b133934e0d45 47 // Set all buttons to PullUp
el19zf 1:b133934e0d45 48 _button_A->mode(PullUp);
el19zf 1:b133934e0d45 49 _button_B->mode(PullUp);
el19zf 1:b133934e0d45 50 _button_X->mode(PullUp);
el19zf 1:b133934e0d45 51 _button_Y->mode(PullUp);
el19zf 1:b133934e0d45 52 _button_start->mode(PullUp);
el19zf 1:b133934e0d45 53
el19zf 1:b133934e0d45 54 // Set up interrupts for the fall of buttons
el19zf 1:b133934e0d45 55 _button_A->fall(callback(this,&Gamepad::A_fall_interrupt));
el19zf 1:b133934e0d45 56 _button_B->fall(callback(this,&Gamepad::B_fall_interrupt));
el19zf 1:b133934e0d45 57 _button_X->fall(callback(this,&Gamepad::X_fall_interrupt));
el19zf 1:b133934e0d45 58 _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt));
el19zf 1:b133934e0d45 59 _button_start->fall(callback(this,&Gamepad::start_fall_interrupt));
el19zf 1:b133934e0d45 60
el19zf 1:b133934e0d45 61 // initalise button flags
el19zf 1:b133934e0d45 62 reset_buttons();
el19zf 1:b133934e0d45 63
el19zf 1:b133934e0d45 64 // number of samples
el19zf 1:b133934e0d45 65 _n = 16;
el19zf 1:b133934e0d45 66 _sample_array = new float[_n];
el19zf 1:b133934e0d45 67
el19zf 1:b133934e0d45 68 // create sample array for one period between 0.0 and 1.0
el19zf 1:b133934e0d45 69 for (int i = 0; i < _n ; i++) {
el19zf 1:b133934e0d45 70 _sample_array[i] = 0.5f + 0.5f*sin(i*2*PI/_n);
el19zf 1:b133934e0d45 71 //printf("y[%i] = %f\n",i,_sample_array[i]);
el19zf 1:b133934e0d45 72 }
el19zf 1:b133934e0d45 73
el19zf 1:b133934e0d45 74 }
el19zf 1:b133934e0d45 75
el19zf 1:b133934e0d45 76 void Gamepad::leds_off()
el19zf 1:b133934e0d45 77 {
el19zf 1:b133934e0d45 78 leds(0.0);
el19zf 1:b133934e0d45 79 }
el19zf 1:b133934e0d45 80
el19zf 1:b133934e0d45 81 void Gamepad::leds_on()
el19zf 1:b133934e0d45 82 {
el19zf 1:b133934e0d45 83 leds(1.0);
el19zf 1:b133934e0d45 84 }
el19zf 1:b133934e0d45 85
el19zf 1:b133934e0d45 86 void Gamepad::leds(float val) const
el19zf 1:b133934e0d45 87 {
el19zf 1:b133934e0d45 88 if (val < 0.0f) {
el19zf 1:b133934e0d45 89 val = 0.0f;
el19zf 1:b133934e0d45 90 }
el19zf 1:b133934e0d45 91 if (val > 1.0f) {
el19zf 1:b133934e0d45 92 val = 1.0f;
el19zf 1:b133934e0d45 93 }
el19zf 1:b133934e0d45 94
el19zf 1:b133934e0d45 95 // leds are active-low, so subtract from 1.0
el19zf 1:b133934e0d45 96 // 0.0 corresponds to fully-off, 1.0 to fully-on
el19zf 1:b133934e0d45 97 val = 1.0f - val;
el19zf 1:b133934e0d45 98
el19zf 1:b133934e0d45 99 _led1->write(val);
el19zf 1:b133934e0d45 100 _led2->write(val);
el19zf 1:b133934e0d45 101 _led3->write(val);
el19zf 1:b133934e0d45 102 _led4->write(val);
el19zf 1:b133934e0d45 103 _led5->write(val);
el19zf 1:b133934e0d45 104 _led6->write(val);
el19zf 1:b133934e0d45 105 }
el19zf 1:b133934e0d45 106
el19zf 1:b133934e0d45 107 void Gamepad::led(int n,float val) const
el19zf 1:b133934e0d45 108 {
el19zf 1:b133934e0d45 109 // ensure they are within valid range
el19zf 1:b133934e0d45 110 if (val < 0.0f) {
el19zf 1:b133934e0d45 111 val = 0.0f;
el19zf 1:b133934e0d45 112 }
el19zf 1:b133934e0d45 113 if (val > 1.0f) {
el19zf 1:b133934e0d45 114 val = 1.0f;
el19zf 1:b133934e0d45 115 }
el19zf 1:b133934e0d45 116
el19zf 1:b133934e0d45 117 switch (n) {
el19zf 1:b133934e0d45 118
el19zf 1:b133934e0d45 119 // check for valid LED number and set value
el19zf 1:b133934e0d45 120
el19zf 1:b133934e0d45 121 case 1:
el19zf 1:b133934e0d45 122 _led1->write(1.0f-val); // active-low so subtract from 1
el19zf 1:b133934e0d45 123 break;
el19zf 1:b133934e0d45 124 case 2:
el19zf 1:b133934e0d45 125 _led2->write(1.0f-val); // active-low so subtract from 1
el19zf 1:b133934e0d45 126 break;
el19zf 1:b133934e0d45 127 case 3:
el19zf 1:b133934e0d45 128 _led3->write(1.0f-val); // active-low so subtract from 1
el19zf 1:b133934e0d45 129 break;
el19zf 1:b133934e0d45 130 case 4:
el19zf 1:b133934e0d45 131 _led4->write(1.0f-val); // active-low so subtract from 1
el19zf 1:b133934e0d45 132 break;
el19zf 1:b133934e0d45 133 case 5:
el19zf 1:b133934e0d45 134 _led5->write(1.0f-val); // active-low so subtract from 1
el19zf 1:b133934e0d45 135 break;
el19zf 1:b133934e0d45 136 case 6:
el19zf 1:b133934e0d45 137 _led6->write(1.0f-val); // active-low so subtract from 1
el19zf 1:b133934e0d45 138 break;
el19zf 1:b133934e0d45 139
el19zf 1:b133934e0d45 140 }
el19zf 1:b133934e0d45 141 }
el19zf 1:b133934e0d45 142
el19zf 1:b133934e0d45 143 float Gamepad::read_pot1() const
el19zf 1:b133934e0d45 144 {
el19zf 1:b133934e0d45 145 return _pot1->read();
el19zf 1:b133934e0d45 146 }
el19zf 1:b133934e0d45 147
el19zf 1:b133934e0d45 148 float Gamepad::read_pot2() const
el19zf 1:b133934e0d45 149 {
el19zf 1:b133934e0d45 150 return _pot2->read();
el19zf 1:b133934e0d45 151 }
el19zf 1:b133934e0d45 152
el19zf 1:b133934e0d45 153
el19zf 1:b133934e0d45 154 // this method gets the magnitude of the joystick movement
el19zf 1:b133934e0d45 155 float Gamepad::get_mag()
el19zf 1:b133934e0d45 156 {
el19zf 1:b133934e0d45 157 Polar p = get_polar();
el19zf 1:b133934e0d45 158 return p.mag;
el19zf 1:b133934e0d45 159 }
el19zf 1:b133934e0d45 160
el19zf 1:b133934e0d45 161 // this method gets the angle of joystick movement (0 to 360, 0 North)
el19zf 1:b133934e0d45 162 float Gamepad::get_angle()
el19zf 1:b133934e0d45 163 {
el19zf 1:b133934e0d45 164 Polar p = get_polar();
el19zf 1:b133934e0d45 165 return p.angle;
el19zf 1:b133934e0d45 166 }
el19zf 1:b133934e0d45 167
el19zf 1:b133934e0d45 168 Direction Gamepad::get_direction()
el19zf 1:b133934e0d45 169 {
el19zf 1:b133934e0d45 170 float angle = get_angle(); // 0 to 360, -1 for centred
el19zf 1:b133934e0d45 171
el19zf 1:b133934e0d45 172 Direction d;
el19zf 1:b133934e0d45 173 // partition 360 into segments and check which segment the angle is in
el19zf 1:b133934e0d45 174 if (angle < 0.0f) {
el19zf 1:b133934e0d45 175 d = CENTRE; // check for -1.0 angle
el19zf 1:b133934e0d45 176 } else if (angle < 22.5f) { // then keep going in 45 degree increments
el19zf 1:b133934e0d45 177 d = N;
el19zf 1:b133934e0d45 178 } else if (angle < 67.5f) {
el19zf 1:b133934e0d45 179 d = NE;
el19zf 1:b133934e0d45 180 } else if (angle < 112.5f) {
el19zf 1:b133934e0d45 181 d = E;
el19zf 1:b133934e0d45 182 } else if (angle < 157.5f) {
el19zf 1:b133934e0d45 183 d = SE;
el19zf 1:b133934e0d45 184 } else if (angle < 202.5f) {
el19zf 1:b133934e0d45 185 d = S;
el19zf 1:b133934e0d45 186 } else if (angle < 247.5f) {
el19zf 1:b133934e0d45 187 d = SW;
el19zf 1:b133934e0d45 188 } else if (angle < 292.5f) {
el19zf 1:b133934e0d45 189 d = W;
el19zf 1:b133934e0d45 190 } else if (angle < 337.5f) {
el19zf 1:b133934e0d45 191 d = NW;
el19zf 1:b133934e0d45 192 } else {
el19zf 1:b133934e0d45 193 d = N;
el19zf 1:b133934e0d45 194 }
el19zf 1:b133934e0d45 195
el19zf 1:b133934e0d45 196 return d;
el19zf 1:b133934e0d45 197 }
el19zf 1:b133934e0d45 198
el19zf 1:b133934e0d45 199 void Gamepad::reset_buttons()
el19zf 1:b133934e0d45 200 {
el19zf 1:b133934e0d45 201 A_fall = B_fall = X_fall = Y_fall = start_fall = false;
el19zf 1:b133934e0d45 202 }
el19zf 1:b133934e0d45 203
el19zf 1:b133934e0d45 204 bool Gamepad::A_pressed()
el19zf 1:b133934e0d45 205 {
el19zf 1:b133934e0d45 206 if (A_fall) {
el19zf 1:b133934e0d45 207 A_fall = false;
el19zf 1:b133934e0d45 208 return true;
el19zf 1:b133934e0d45 209 } else {
el19zf 1:b133934e0d45 210 return false;
el19zf 1:b133934e0d45 211 }
el19zf 1:b133934e0d45 212 }
el19zf 1:b133934e0d45 213
el19zf 1:b133934e0d45 214 bool Gamepad::B_pressed()
el19zf 1:b133934e0d45 215 {
el19zf 1:b133934e0d45 216 if (B_fall) {
el19zf 1:b133934e0d45 217 B_fall = false;
el19zf 1:b133934e0d45 218 return true;
el19zf 1:b133934e0d45 219 } else {
el19zf 1:b133934e0d45 220 return false;
el19zf 1:b133934e0d45 221 }
el19zf 1:b133934e0d45 222 }
el19zf 1:b133934e0d45 223
el19zf 1:b133934e0d45 224 bool Gamepad::X_pressed()
el19zf 1:b133934e0d45 225 {
el19zf 1:b133934e0d45 226 if (X_fall) {
el19zf 1:b133934e0d45 227 X_fall = false;
el19zf 1:b133934e0d45 228 return true;
el19zf 1:b133934e0d45 229 } else {
el19zf 1:b133934e0d45 230 return false;
el19zf 1:b133934e0d45 231 }
el19zf 1:b133934e0d45 232 }
el19zf 1:b133934e0d45 233
el19zf 1:b133934e0d45 234 bool Gamepad::Y_pressed()
el19zf 1:b133934e0d45 235 {
el19zf 1:b133934e0d45 236 if (Y_fall) {
el19zf 1:b133934e0d45 237 Y_fall = false;
el19zf 1:b133934e0d45 238 return true;
el19zf 1:b133934e0d45 239 } else {
el19zf 1:b133934e0d45 240 return false;
el19zf 1:b133934e0d45 241 }
el19zf 1:b133934e0d45 242 }
el19zf 1:b133934e0d45 243
el19zf 1:b133934e0d45 244 bool Gamepad::start_pressed()
el19zf 1:b133934e0d45 245 {
el19zf 1:b133934e0d45 246 if (start_fall) {
el19zf 1:b133934e0d45 247 start_fall = false;
el19zf 1:b133934e0d45 248 return true;
el19zf 1:b133934e0d45 249 } else {
el19zf 1:b133934e0d45 250 return false;
el19zf 1:b133934e0d45 251 }
el19zf 1:b133934e0d45 252 }
el19zf 1:b133934e0d45 253
el19zf 1:b133934e0d45 254 bool Gamepad::A_held()
el19zf 1:b133934e0d45 255 {
el19zf 1:b133934e0d45 256 // Buttons are configured as PullUp hence the not
el19zf 1:b133934e0d45 257 return !_button_A->read();
el19zf 1:b133934e0d45 258 }
el19zf 1:b133934e0d45 259
el19zf 1:b133934e0d45 260 bool Gamepad::B_held()
el19zf 1:b133934e0d45 261 {
el19zf 1:b133934e0d45 262 return !_button_B->read();
el19zf 1:b133934e0d45 263 }
el19zf 1:b133934e0d45 264
el19zf 1:b133934e0d45 265 bool Gamepad::X_held()
el19zf 1:b133934e0d45 266 {
el19zf 1:b133934e0d45 267 return !_button_X->read();
el19zf 1:b133934e0d45 268 }
el19zf 1:b133934e0d45 269
el19zf 1:b133934e0d45 270 bool Gamepad::Y_held()
el19zf 1:b133934e0d45 271 {
el19zf 1:b133934e0d45 272 return !_button_Y->read();
el19zf 1:b133934e0d45 273 }
el19zf 1:b133934e0d45 274
el19zf 1:b133934e0d45 275 bool Gamepad::start_held()
el19zf 1:b133934e0d45 276 {
el19zf 1:b133934e0d45 277 return !_button_start->read();
el19zf 1:b133934e0d45 278 }
el19zf 1:b133934e0d45 279
el19zf 1:b133934e0d45 280 ///////////////////// private methods ////////////////////////
el19zf 1:b133934e0d45 281
el19zf 1:b133934e0d45 282 // get raw joystick coordinate in range -1 to 1
el19zf 1:b133934e0d45 283 // Direction (x,y)
el19zf 1:b133934e0d45 284 // North (0,1)
el19zf 1:b133934e0d45 285 // East (1,0)
el19zf 1:b133934e0d45 286 // South (0,-1)
el19zf 1:b133934e0d45 287 // West (-1,0)
el19zf 1:b133934e0d45 288 Vector2D Gamepad::get_coord()
el19zf 1:b133934e0d45 289 {
el19zf 1:b133934e0d45 290 // read() returns value in range 0.0 to 1.0 so is scaled and centre value
el19zf 1:b133934e0d45 291 // substracted to get values in the range -1.0 to 1.0
el19zf 1:b133934e0d45 292 float x = 2.0f*( _horiz->read() - _x0 );
el19zf 1:b133934e0d45 293 float y = 2.0f*( _vert->read() - _y0 );
el19zf 1:b133934e0d45 294
el19zf 1:b133934e0d45 295 // Note: the y value here is inverted to ensure the positive y is up
el19zf 1:b133934e0d45 296
el19zf 1:b133934e0d45 297 Vector2D coord = {x,-y};
el19zf 1:b133934e0d45 298 return coord;
el19zf 1:b133934e0d45 299 }
el19zf 1:b133934e0d45 300
el19zf 1:b133934e0d45 301 // This maps the raw x,y coord onto a circular grid.
el19zf 1:b133934e0d45 302 // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
el19zf 1:b133934e0d45 303 Vector2D Gamepad::get_mapped_coord()
el19zf 1:b133934e0d45 304 {
el19zf 1:b133934e0d45 305 Vector2D coord = get_coord();
el19zf 1:b133934e0d45 306
el19zf 1:b133934e0d45 307 // do the transformation
el19zf 1:b133934e0d45 308 float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
el19zf 1:b133934e0d45 309 float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
el19zf 1:b133934e0d45 310
el19zf 1:b133934e0d45 311 Vector2D mapped_coord = {x,y};
el19zf 1:b133934e0d45 312 return mapped_coord;
el19zf 1:b133934e0d45 313 }
el19zf 1:b133934e0d45 314
el19zf 1:b133934e0d45 315 // this function converts the mapped coordinates into polar form
el19zf 1:b133934e0d45 316 Polar Gamepad::get_polar()
el19zf 1:b133934e0d45 317 {
el19zf 1:b133934e0d45 318 // get the mapped coordinate
el19zf 1:b133934e0d45 319 Vector2D coord = get_mapped_coord();
el19zf 1:b133934e0d45 320
el19zf 1:b133934e0d45 321 // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
el19zf 1:b133934e0d45 322 // We want 0 degrees to correspond to North and increase clockwise to 359
el19zf 1:b133934e0d45 323 // like a compass heading, so we need to swap the axis and invert y
el19zf 1:b133934e0d45 324 float x = coord.y;
el19zf 1:b133934e0d45 325 float y = coord.x;
el19zf 1:b133934e0d45 326
el19zf 1:b133934e0d45 327 float mag = sqrt(x*x+y*y); // pythagoras
el19zf 1:b133934e0d45 328 float angle = RAD2DEG*atan2(y,x);
el19zf 1:b133934e0d45 329 // angle will be in range -180 to 180, so add 360 to negative angles to
el19zf 1:b133934e0d45 330 // move to 0 to 360 range
el19zf 1:b133934e0d45 331 if (angle < 0.0f) {
el19zf 1:b133934e0d45 332 angle+=360.0f;
el19zf 1:b133934e0d45 333 }
el19zf 1:b133934e0d45 334
el19zf 1:b133934e0d45 335 // the noise on the ADC causes the values of x and y to fluctuate slightly
el19zf 1:b133934e0d45 336 // around the centred values. This causes the random angle values to get
el19zf 1:b133934e0d45 337 // calculated when the joystick is centred and untouched. This is also when
el19zf 1:b133934e0d45 338 // the magnitude is very small, so we can check for a small magnitude and then
el19zf 1:b133934e0d45 339 // set the angle to -1. This will inform us when the angle is invalid and the
el19zf 1:b133934e0d45 340 // joystick is centred
el19zf 1:b133934e0d45 341
el19zf 1:b133934e0d45 342 if (mag < TOL) {
el19zf 1:b133934e0d45 343 mag = 0.0f;
el19zf 1:b133934e0d45 344 angle = -1.0f;
el19zf 1:b133934e0d45 345 }
el19zf 1:b133934e0d45 346
el19zf 1:b133934e0d45 347 Polar p = {mag,angle};
el19zf 1:b133934e0d45 348 return p;
el19zf 1:b133934e0d45 349 }
el19zf 1:b133934e0d45 350
el19zf 1:b133934e0d45 351 // ISRs for buttons
el19zf 1:b133934e0d45 352 void Gamepad::A_fall_interrupt()
el19zf 1:b133934e0d45 353 {
el19zf 1:b133934e0d45 354 A_fall = true;
el19zf 1:b133934e0d45 355 }
el19zf 1:b133934e0d45 356 void Gamepad::B_fall_interrupt()
el19zf 1:b133934e0d45 357 {
el19zf 1:b133934e0d45 358 B_fall = true;
el19zf 1:b133934e0d45 359 }
el19zf 1:b133934e0d45 360 void Gamepad::X_fall_interrupt()
el19zf 1:b133934e0d45 361 {
el19zf 1:b133934e0d45 362 X_fall = true;
el19zf 1:b133934e0d45 363 }
el19zf 1:b133934e0d45 364 void Gamepad::Y_fall_interrupt()
el19zf 1:b133934e0d45 365 {
el19zf 1:b133934e0d45 366 Y_fall = true;
el19zf 1:b133934e0d45 367 }
el19zf 1:b133934e0d45 368 void Gamepad::start_fall_interrupt()
el19zf 1:b133934e0d45 369 {
el19zf 1:b133934e0d45 370 start_fall = true;
el19zf 1:b133934e0d45 371 }
el19zf 1:b133934e0d45 372
el19zf 1:b133934e0d45 373 void Gamepad::set_bpm(float bpm)
el19zf 1:b133934e0d45 374 {
el19zf 1:b133934e0d45 375 _bpm = bpm;
el19zf 1:b133934e0d45 376 }
el19zf 1:b133934e0d45 377
el19zf 1:b133934e0d45 378 void Gamepad::tone(float frequency,float duration)
el19zf 1:b133934e0d45 379 {
el19zf 1:b133934e0d45 380 // calculate time step between samples
el19zf 1:b133934e0d45 381 float dt = 1.0f/(frequency*_n);
el19zf 1:b133934e0d45 382 // start from beginning of LUT
el19zf 1:b133934e0d45 383 _sample = 0;
el19zf 1:b133934e0d45 384
el19zf 1:b133934e0d45 385 // setup ticker and timeout to stop ticker
el19zf 1:b133934e0d45 386
el19zf 1:b133934e0d45 387 // the ticker repeats every dt to plat each sample in turn
el19zf 1:b133934e0d45 388 ticker->attach(callback(this, &Gamepad::ticker_isr), dt);
el19zf 1:b133934e0d45 389 // the timeout stops the ticker after the required duration
el19zf 1:b133934e0d45 390 timeout->attach(callback(this, &Gamepad::timeout_isr), duration );
el19zf 1:b133934e0d45 391 }
el19zf 1:b133934e0d45 392
el19zf 1:b133934e0d45 393 void Gamepad::play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat)
el19zf 1:b133934e0d45 394 {
el19zf 1:b133934e0d45 395 // copy arguments to member variables
el19zf 1:b133934e0d45 396 _bpm = bpm;
el19zf 1:b133934e0d45 397 _notes = notes; // pointer for array
el19zf 1:b133934e0d45 398 _durations = durations; // pointer for array
el19zf 1:b133934e0d45 399 _melody_length = length;
el19zf 1:b133934e0d45 400 _repeat = repeat;
el19zf 1:b133934e0d45 401
el19zf 1:b133934e0d45 402 _note = 0; // start from first note
el19zf 1:b133934e0d45 403
el19zf 1:b133934e0d45 404 play_next_note(); // play the next note in the melody
el19zf 1:b133934e0d45 405 }
el19zf 1:b133934e0d45 406
el19zf 1:b133934e0d45 407 void Gamepad::write_dac(float val)
el19zf 1:b133934e0d45 408 {
el19zf 1:b133934e0d45 409 if (val < 0.0f) {
el19zf 1:b133934e0d45 410 val = 0.0f;
el19zf 1:b133934e0d45 411 } else if (val > 1.0f) {
el19zf 1:b133934e0d45 412 val = 1.0f;
el19zf 1:b133934e0d45 413 }
el19zf 1:b133934e0d45 414 dac->write(val);
el19zf 1:b133934e0d45 415 }
el19zf 1:b133934e0d45 416
el19zf 1:b133934e0d45 417
el19zf 1:b133934e0d45 418 void Gamepad::play_next_note()
el19zf 1:b133934e0d45 419 {
el19zf 1:b133934e0d45 420 // _note is the note index to play
el19zf 1:b133934e0d45 421
el19zf 1:b133934e0d45 422 // calculate the duration and frequency of the note
el19zf 1:b133934e0d45 423 float duration = 60.0f/(_bpm*_durations[_note]);
el19zf 1:b133934e0d45 424 float frequency = float(_notes[_note]);
el19zf 1:b133934e0d45 425 //printf("[%i] f = %f d = %f\n",_note,frequency,duration);
el19zf 1:b133934e0d45 426
el19zf 1:b133934e0d45 427 // check if the note is not a space and if not then play the note
el19zf 1:b133934e0d45 428 if (frequency > 0) {
el19zf 1:b133934e0d45 429 tone(frequency,duration);
el19zf 1:b133934e0d45 430 }
el19zf 1:b133934e0d45 431
el19zf 1:b133934e0d45 432 // the timeout goes to the next note in the melody
el19zf 1:b133934e0d45 433 // double the duration to leave a bit of a gap in between notes to be better
el19zf 1:b133934e0d45 434 // able to distinguish them
el19zf 1:b133934e0d45 435 note_timeout->attach(callback(this, &Gamepad::note_timeout_isr), duration*2.0f );
el19zf 1:b133934e0d45 436 }
el19zf 1:b133934e0d45 437
el19zf 1:b133934e0d45 438 // called when the next note needs playing
el19zf 1:b133934e0d45 439 void Gamepad::note_timeout_isr()
el19zf 1:b133934e0d45 440 {
el19zf 1:b133934e0d45 441 _note++; // go onto next note
el19zf 1:b133934e0d45 442
el19zf 1:b133934e0d45 443 // if in repeat mode then reset the note counter when get to end of melody
el19zf 1:b133934e0d45 444 if (_repeat && _note == _melody_length) {
el19zf 1:b133934e0d45 445 _note=0;
el19zf 1:b133934e0d45 446 }
el19zf 1:b133934e0d45 447
el19zf 1:b133934e0d45 448 // check if note is within the melody
el19zf 1:b133934e0d45 449 if (_note < _melody_length) {
el19zf 1:b133934e0d45 450 play_next_note();
el19zf 1:b133934e0d45 451 }
el19zf 1:b133934e0d45 452 }
el19zf 1:b133934e0d45 453
el19zf 1:b133934e0d45 454 void Gamepad::ticker_isr()
el19zf 1:b133934e0d45 455 {
el19zf 1:b133934e0d45 456 dac->write(_sample_array[_sample%_n]); // use modulo to get index to play
el19zf 1:b133934e0d45 457 _sample++; // increment the sample ready for next time
el19zf 1:b133934e0d45 458 }
el19zf 1:b133934e0d45 459
el19zf 1:b133934e0d45 460 void Gamepad::timeout_isr()
el19zf 1:b133934e0d45 461 {
el19zf 1:b133934e0d45 462 // stops the ticker to end the note
el19zf 1:b133934e0d45 463 ticker->detach();
el19zf 1:b133934e0d45 464 }