Linyan Shi
/
cn17lys
N5110
Revision 0:90b7f20b3a8d, committed 2020-04-28
- Comitter:
- aileen
- Date:
- Tue Apr 28 01:39:30 2020 +0000
- Commit message:
- N5110
Changed in this revision
diff -r 000000000000 -r 90b7f20b3a8d Ball/Ball.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Ball/Ball.cpp Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,72 @@ +#include "Ball.h" + +Ball::Ball() +{ + +} + +Ball::~Ball() +{ + +} + +void Ball::init(int size,int speed) +{ + _size = size; + + _x = WIDTH/2 - _size/2; + _y = HEIGHT/2 - _size/2; + + srand(time(NULL)); + int direction = rand() % 4; // randomise initial direction. + + // 4 possibilities. Get random modulo and set velocities accordingly + if (direction == 0) { + _velocity.x = speed; + _velocity.y = speed; + } else if (direction == 1) { + _velocity.x = speed; + _velocity.y = -speed; + } else if (direction == 2) { + _velocity.x = speed; + _velocity.y = speed; + } else { + _velocity.x = -speed; + _velocity.y = -speed; + } +} + +void Ball::draw(N5110 &lcd) +{ + lcd.drawRect(_x,_y,_size,_size,FILL_BLACK); +} + +void Ball::update() +{ + _x += _velocity.x; + _y += _velocity.y; +} + +void Ball::set_velocity(Vector2D v) +{ + _velocity.x = v.x; + _velocity.y = v.y; +} + +Vector2D Ball::get_velocity() +{ + Vector2D v = {_velocity.x,_velocity.y}; + return v; +} + +Vector2D Ball::get_pos() +{ + Vector2D p = {_x,_y}; + return p; +} + +void Ball::set_pos(Vector2D p) +{ + _x = p.x; + _y = p.y; +} \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d Ball/Ball.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Ball/Ball.h Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,36 @@ +#ifndef BALL_H +#define BALL_H + +#include "mbed.h" +#include "N5110.h" +#include "Gamepad.h" +#include "Paddle.h" + +/** Ball Class +@author Dr Craig A. Evans, University of Leeds +@brief Controls the ball in the Pong game +@date Febraury 2017 +*/ +class Ball +{ + +public: + Ball(); + ~Ball(); + void init(int size,int speed); + void draw(N5110 &lcd); + void update(); + /// accessors and mutators + void set_velocity(Vector2D v); + Vector2D get_velocity(); + Vector2D get_pos(); + void set_pos(Vector2D p); + +private: + + Vector2D _velocity; + int _size; + int _x; + int _y; +}; +#endif \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d Gamepad/Gamepad.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Gamepad/Gamepad.cpp Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,341 @@ +#include "Gamepad.h" + +#include "mbed.h" + +//////////// constructor/destructor //////////// +Gamepad::Gamepad() + : + _led1(new PwmOut(PTA1)), + _led2(new PwmOut(PTA2)), + _led3(new PwmOut(PTC2)), + _led4(new PwmOut(PTC3)), + _led5(new PwmOut(PTC4)), + _led6(new PwmOut(PTD3)), + + _button_A(new InterruptIn(PTB9)), + _button_B(new InterruptIn(PTD0)), + _button_X(new InterruptIn(PTC17)), + _button_Y(new InterruptIn(PTC12)), + _button_L(new InterruptIn(PTB18)), + _button_R(new InterruptIn(PTB3)), + _button_back(new InterruptIn(PTB19)), + _button_start(new InterruptIn(PTC5)), + _button_joystick(new InterruptIn(PTC16)), + + _vert(new AnalogIn(PTB10)), + _horiz(new AnalogIn(PTB11)), + + _buzzer(new PwmOut(PTC10)), + _pot(new AnalogIn(PTB2)), + + _timeout(new Timeout()), + + _event_state(0), + + _x0(0), + _y0(0) +{} + +Gamepad::~Gamepad() +{ + delete _led1,_led2,_led3,_led4,_led5,_led6; + delete _button_A,_button_B,_button_joystick,_vert,_horiz; + delete _button_X,_button_Y,_button_back,_button_start; + delete _button_L,_button_R, _buzzer, _pot, _timeout; +} + +///////////////// public methods ///////////////// + +void Gamepad::init() +{ + leds_off(); + init_buttons(); + + // read centred values of joystick + _x0 = _horiz->read(); + _y0 = _vert->read(); + + // clear all flags + _event_state = 0; +} + +void Gamepad::leds_off() +{ + leds(0.0); +} + +void Gamepad::leds_on() +{ + leds(1.0); +} + +void Gamepad::leds(float val) const +{ + if (val < 0.0f) { + val = 0.0f; + } + if (val > 1.0f) { + val = 1.0f; + } + + // leds are active-low, so subtract from 1.0 + // 0.0 corresponds to fully-off, 1.0 to fully-on + val = 1.0f - val; + + _led1->write(val); + _led2->write(val); + _led3->write(val); + _led4->write(val); + _led5->write(val); + _led6->write(val); +} + +void Gamepad::led(int n,float val) const +{ + // ensure they are within vlaid range + if (val < 0.0f) { + val = 0.0f; + } + if (val > 1.0f) { + val = 1.0f; + } + + switch (n) { + + // check for valid LED number and set value + + case 1: + _led1->write(1.0f-val); // active-low so subtract from 1 + break; + case 2: + _led2->write(1.0f-val); // active-low so subtract from 1 + break; + case 3: + _led3->write(1.0f-val); // active-low so subtract from 1 + break; + case 4: + _led4->write(1.0f-val); // active-low so subtract from 1 + break; + case 5: + _led5->write(1.0f-val); // active-low so subtract from 1 + break; + case 6: + _led6->write(1.0f-val); // active-low so subtract from 1 + break; + + } +} + +float Gamepad::read_pot() const +{ + return _pot->read(); +} + +void Gamepad::tone(float frequency, float duration) +{ + _buzzer->period(1.0f/frequency); + _buzzer->write(0.5); // 50% duty cycle - square wave + _timeout->attach(callback(this, &Gamepad::tone_off), duration ); +} + +bool Gamepad::check_event(GamepadEvent const id) +{ + // Check whether event flag is set + if (_event_state[id]) { + _event_state.reset(id); // clear flag + return true; + } else { + return false; + } +} + +// this method gets the magnitude of the joystick movement +float Gamepad::get_mag() +{ + Polar p = get_polar(); + return p.mag; +} + +// this method gets the angle of joystick movement (0 to 360, 0 North) +float Gamepad::get_angle() +{ + Polar p = get_polar(); + return p.angle; +} + +Direction Gamepad::get_direction() +{ + float angle = get_angle(); // 0 to 360, -1 for centred + + Direction d; + // partition 360 into segments and check which segment the angle is in + if (angle < 0.0f) { + d = CENTRE; // check for -1.0 angle + } else if (angle < 22.5f) { // then keep going in 45 degree increments + d = N; + } else if (angle < 67.5f) { + d = NE; + } else if (angle < 112.5f) { + d = E; + } else if (angle < 157.5f) { + d = SE; + } else if (angle < 202.5f) { + d = S; + } else if (angle < 247.5f) { + d = SW; + } else if (angle < 292.5f) { + d = W; + } else if (angle < 337.5f) { + d = NW; + } else { + d = N; + } + + return d; +} + +///////////////////// private methods //////////////////////// + +void Gamepad::tone_off() +{ + // called after timeout + _buzzer->write(0.0); +} + +void Gamepad::init_buttons() +{ + // turn on pull-downs as other side of button is connected to 3V3 + // button is 0 when not pressed and 1 when pressed + _button_A->mode(PullDown); + _button_B->mode(PullDown); + _button_X->mode(PullDown); + _button_Y->mode(PullDown); + _button_back->mode(PullDown); + _button_start->mode(PullDown); + _button_L->mode(PullDown); + _button_R->mode(PullDown); + _button_joystick->mode(PullDown); + // therefore setup rising edge interrupts + _button_A->rise(callback(this,&Gamepad::a_isr)); + _button_B->rise(callback(this,&Gamepad::b_isr)); + _button_X->rise(callback(this,&Gamepad::x_isr)); + _button_Y->rise(callback(this,&Gamepad::y_isr)); + _button_L->rise(callback(this,&Gamepad::l_isr)); + _button_R->rise(callback(this,&Gamepad::r_isr)); + _button_start->rise(callback(this,&Gamepad::start_isr)); + _button_back->rise(callback(this,&Gamepad::back_isr)); + _button_joystick->rise(callback(this,&Gamepad::joy_isr)); +} + +// button interrupts ISRs +// Each of these simply sets the appropriate event bit in the _event_state +// variable +void Gamepad::a_isr() +{ + _event_state.set(A_PRESSED); +} +void Gamepad::b_isr() +{ + _event_state.set(B_PRESSED); +} +void Gamepad::x_isr() +{ + _event_state.set(X_PRESSED); +} +void Gamepad::y_isr() +{ + _event_state.set(Y_PRESSED); +} +void Gamepad::l_isr() +{ + _event_state.set(L_PRESSED); +} +void Gamepad::r_isr() +{ + _event_state.set(R_PRESSED); +} +void Gamepad::back_isr() +{ + _event_state.set(BACK_PRESSED); +} +void Gamepad::start_isr() +{ + _event_state.set(START_PRESSED); +} +void Gamepad::joy_isr() +{ + _event_state.set(JOY_PRESSED); +} + +// get raw joystick coordinate in range -1 to 1 +// Direction (x,y) +// North (0,1) +// East (1,0) +// South (0,-1) +// West (-1,0) +Vector2D Gamepad::get_coord() +{ + // read() returns value in range 0.0 to 1.0 so is scaled and centre value + // substracted to get values in the range -1.0 to 1.0 + float x = 2.0f*( _horiz->read() - _x0 ); + float y = 2.0f*( _vert->read() - _y0 ); + + // Note: the x value here is inverted to ensure the positive x is to the + // right. This is simply due to how the potentiometer on the joystick + // I was using was connected up. It could have been corrected in hardware + // by swapping the power supply pins. Instead it is done in software so may + // need to be changed depending on your wiring setup + + Vector2D coord = {-x,y}; + return coord; +} + +// This maps the raw x,y coord onto a circular grid. +// See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html +Vector2D Gamepad::get_mapped_coord() +{ + Vector2D coord = get_coord(); + + // do the transformation + float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f); + float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f); + + Vector2D mapped_coord = {x,y}; + return mapped_coord; +} + +// this function converts the mapped coordinates into polar form +Polar Gamepad::get_polar() +{ + // get the mapped coordinate + Vector2D coord = get_mapped_coord(); + + // at this point, 0 degrees (i.e. x-axis) will be defined to the East. + // We want 0 degrees to correspond to North and increase clockwise to 359 + // like a compass heading, so we need to swap the axis and invert y + float x = coord.y; + float y = coord.x; + + float mag = sqrt(x*x+y*y); // pythagoras + float angle = RAD2DEG*atan2(y,x); + // angle will be in range -180 to 180, so add 360 to negative angles to + // move to 0 to 360 range + if (angle < 0.0f) { + angle+=360.0f; + } + + // the noise on the ADC causes the values of x and y to fluctuate slightly + // around the centred values. This causes the random angle values to get + // calculated when the joystick is centred and untouched. This is also when + // the magnitude is very small, so we can check for a small magnitude and then + // set the angle to -1. This will inform us when the angle is invalid and the + // joystick is centred + + if (mag < TOL) { + mag = 0.0f; + angle = -1.0f; + } + + Polar p = {mag,angle}; + return p; +} \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d Gamepad/Gamepad.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Gamepad/Gamepad.h Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,193 @@ +#ifndef GAMEPAD_H +#define GAMEPAD_H + +#include <bitset> + +// Forward declaration of the classes that we use from the mbed library +// This avoids the need for us to include the huge mbed.h header inside our +// own library API +namespace mbed +{ +class AnalogIn; +class InterruptIn; +class PwmOut; +class Timeout; +} + +#define TOL 0.1f +#define RAD2DEG 57.2957795131f + +/** Enum for direction */ +enum Direction { + CENTRE, /**< joystick centred */ + N, /**< pushed North (0)*/ + NE, /**< pushed North-East (45) */ + E, /**< pushed East (90) */ + SE, /**< pushed South-East (135) */ + S, /**< pushed South (180) */ + SW, /**< pushed South-West (225) */ + W, /**< pushed West (270) */ + NW /**< pushed North-West (315) */ +}; + +/** Vector 2D struct */ +struct Vector2D { + float x; /**< float for x value */ + float y; /**< float for y value */ +}; + +/** Polar coordinate struct */ +struct Polar { + float mag; /**< float for magnitude */ + float angle; /**< float for angle (in degrees) */ +}; + +/** Gamepad Class +@brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds +@author Dr Craig A. Evans +@author Dr Alex Valanvanis +@date Febraury 2017 +*/ +class Gamepad +{ + public: + /** Gamepad events + * @brief List of events that can be registered on the gamepad + */ +enum GamepadEvent { + A_PRESSED, ///< Button A has been pressed + B_PRESSED, ///< Button B has been pressed + X_PRESSED, ///< Button X has been pressed + Y_PRESSED, ///< Button Y has been pressed + L_PRESSED, ///< Button L has been pressed + R_PRESSED, ///< Button R has been pressed + BACK_PRESSED, ///< Button "Back" has been pressed + START_PRESSED, ///< Button "Start" has been pressed + JOY_PRESSED, ///< Joystick button has been pressed + N_EVENTS ///< A dummy flag that marks the end of the list +}; +private: + mbed::PwmOut *_led1; + mbed::PwmOut *_led2; + mbed::PwmOut *_led3; + mbed::PwmOut *_led4; + mbed::PwmOut *_led5; + mbed::PwmOut *_led6; + + mbed::InterruptIn *_button_A; + mbed::InterruptIn *_button_B; + mbed::InterruptIn *_button_X; + mbed::InterruptIn *_button_Y; + mbed::InterruptIn *_button_L; + mbed::InterruptIn *_button_R; + mbed::InterruptIn *_button_back; + mbed::InterruptIn *_button_start; + mbed::InterruptIn *_button_joystick; + + mbed::AnalogIn *_vert; + mbed::AnalogIn *_horiz; + + mbed::PwmOut *_buzzer; + mbed::AnalogIn *_pot; + + mbed::Timeout *_timeout; + + std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed + + // centred x,y values + float _x0; + float _y0; + +public: + + /** Constructor */ + Gamepad(); + + /** Destructor */ + ~Gamepad(); + + /** Initialise all peripherals and configure interrupts */ + void init(); + + /** Turn all LEDs on */ + void leds_on(); + + /** Turn all LEDs off */ + void leds_off(); + + /** Set all LEDs to duty-cycle + *@param value in range 0.0 to 1.0 + */ + void leds(float val) const; + + /** Set LED to duty-cycle + *@param led number (0 to 5) + *@param value in range 0.0 to 1.0 + */ + void led(int n,float val) const; + + /** Read potentiometer + *@returns potentiometer value in range 0.0 to 1.0 + */ + float read_pot() const; + + /** Play tone on piezo + * @param frequency in Hz + * @param duration of tone in seconds + */ + void tone(float frequency, float duration); + + /** + * @brief Check whether an event flag has been set and clear it + * @param id[in] The ID of the event to test + * @return true if the event occurred + */ + bool check_event(GamepadEvent const id); + + /** Get magnitude of joystick movement + * @returns value in range 0.0 to 1.0 + */ + + float get_mag(); + + /** Get angle of joystick movement + * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central + */ + float get_angle(); + + /** Gets joystick direction + * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW, + */ + Direction get_direction(); // N,NE,E,SE etc. + + /** Gets raw cartesian co-ordinates of joystick + * @returns a struct with x,y members, each in the range 0.0 to 1.0 + */ + Vector2D get_coord(); // cartesian co-ordinates x,y + + /** Gets cartesian coordinates mapped to circular grid + * @returns a struct with x,y members, each in the range 0.0 to 1.0 + */ + Vector2D get_mapped_coord(); // x,y mapped to circle + + /** Gets polar coordinates of the joystick + * @returns a struct contains mag and angle + */ + Polar get_polar(); // mag and angle in struct form + +private: + void init_buttons(); + void tone_off(); + + void a_isr(); + void b_isr(); + void x_isr(); + void y_isr(); + void l_isr(); + void r_isr(); + void back_isr(); + void start_isr(); + void joy_isr(); +}; + +#endif \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d N5110/N5110.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/N5110/N5110.cpp Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,503 @@ +#include "mbed.h" +#include "N5110.h" + +// overloaded constructor includes power pin - LCD Vcc connected to GPIO pin +// this constructor works fine with LPC1768 - enough current sourced from GPIO +// to power LCD. Doesn't work well with K64F. +N5110::N5110(PinName const pwrPin, + PinName const scePin, + PinName const rstPin, + PinName const dcPin, + PinName const mosiPin, + PinName const sclkPin, + PinName const ledPin) + : + _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise + _led(new PwmOut(ledPin)), + _pwr(new DigitalOut(pwrPin)), + _sce(new DigitalOut(scePin)), + _rst(new DigitalOut(rstPin)), + _dc(new DigitalOut(dcPin)) +{} + +// overloaded constructor does not include power pin - LCD Vcc must be tied to +3V3 +// Best to use this with K64F as the GPIO hasn't sufficient output current to reliably +// drive the LCD. +N5110::N5110(PinName const scePin, + PinName const rstPin, + PinName const dcPin, + PinName const mosiPin, + PinName const sclkPin, + PinName const ledPin) + : + _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise + _led(new PwmOut(ledPin)), + _pwr(NULL), // pwr not needed so null it to be safe + _sce(new DigitalOut(scePin)), + _rst(new DigitalOut(rstPin)), + _dc(new DigitalOut(dcPin)) +{} + +N5110::~N5110() +{ + delete _spi; + + if(_pwr) { + delete _pwr; + } + + delete _led; + delete _sce; + delete _rst; + delete _dc; +} + +// initialise function - powers up and sends the initialisation commands +void N5110::init() +{ + turnOn(); // power up + reset(); // reset LCD - must be done within 100 ms + + initSPI(); + // function set - extended + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE); + // Don't completely understand these parameters - they seem to work as they are + // Consult the datasheet if you need to change them + sendCommand(CMD_VOP_7V38); // operating voltage - these values are from Chris Yan's Library + sendCommand(CMD_TC_TEMP_2); // temperature control + sendCommand(CMD_BI_MUX_48); // changing this can sometimes improve the contrast on some displays + + // function set - basic + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE); + normalMode(); // normal video mode by default + sendCommand(CMD_DC_NORMAL_MODE); // black on white + + clearRAM(); // RAM is undefined at power-up so clear + clear(); // clear buffer + setBrightness(0.5); +} + +// sets normal video mode (black on white) +void N5110::normalMode() +{ + sendCommand(CMD_DC_NORMAL_MODE); +} + +// sets normal video mode (white on black) +void N5110::inverseMode() +{ + sendCommand(CMD_DC_INVERT_VIDEO); +} + +// function to power up the LCD and backlight - only works when using GPIO to power +void N5110::turnOn() +{ + if (_pwr != NULL) { + _pwr->write(1); // apply power + } +} + +// function to power down LCD +void N5110::turnOff() +{ + clear(); // clear buffer + refresh(); + setBrightness(0.0); // turn backlight off + clearRAM(); // clear RAM to ensure specified current consumption + // send command to ensure we are in basic mode + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE); + // clear the display + sendCommand(CMD_DC_CLEAR_DISPLAY); + // enter the extended mode and power down + sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE); + // small delay and then turn off the power pin + wait_ms(10); + + // if we are powering the LCD using the GPIO then make it low to turn off + if (_pwr != NULL) { + _pwr->write(0); // turn off power + } + +} + +// function to change LED backlight brightness +void N5110::setBrightness(float brightness) +{ + // check whether brightness is within range + if (brightness < 0.0f) + brightness = 0.0f; + if (brightness > 1.0f) + brightness = 1.0f; + // set PWM duty cycle + _led->write(brightness); +} + void N5110::setContrast(float contrast) { + + // enforce limits + if (contrast > 1.0f) + contrast = 1.0f; + else if (contrast < 0.0f) + contrast = 0.0; + + // convert to char in range 0 to 127 (i.e. 6 bits) + char ic = char(contrast*127.0f); + + sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE); // extended instruction set + sendCommand(0b10000000 | ic); // set Vop (which controls contrast) + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE); // back to basic instruction set +} + + void N5110::setTempCoefficient(char tc) { + + // enforce limits + if (tc>3) { + tc=3; + } + + // temperature coefficient may need increasing at low temperatures + + sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE); // extended instruction set + sendCommand(0b00000100 | tc); + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE); // back to basic instruction set +} + +void N5110::setBias(char bias) { + + // from data sheet + // bias mux rate + // 0 1:100 + // 1 1:80 + // 2 1:65 + // 3 1:48 (default) + // 4 1:40/1:34 + // 5 1:24 + // 6 1:18/1:16 + // 7 1:10/1:9/1:8 + + // enforce limits + if (bias>7) { + bias=7; + } + + sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE); // extended mode instruction + sendCommand(0b00010000 | bias); + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE); // end of extended mode instruction +} + +// pulse the active low reset line +void N5110::reset() +{ + _rst->write(0); // reset the LCD + _rst->write(1); +} + +// function to initialise SPI peripheral +void N5110::initSPI() +{ + _spi->format(8,1); // 8 bits, Mode 1 - polarity 0, phase 1 - base value of clock is 0, data captured on falling edge/propagated on rising edge + _spi->frequency(4000000); // maximum of screen is 4 MHz +} + +// send a command to the display +void N5110::sendCommand(unsigned char command) +{ + _dc->write(0); // set DC low for command + _sce->write(0); // set CE low to begin frame + _spi->write(command); // send command + _dc->write(1); // turn back to data by default + _sce->write(1); // set CE high to end frame (expected for transmission of single byte) +} + +// send data to the display at the current XY address +// dc is set to 1 (i.e. data) after sending a command and so should +// be the default mode. +void N5110::sendData(unsigned char data) +{ + _sce->write(0); // set CE low to begin frame + _spi->write(data); + _sce->write(1); // set CE high to end frame (expected for transmission of single byte) +} + +// this function writes 0 to the 504 bytes to clear the RAM +void N5110::clearRAM() +{ + _sce->write(0); //set CE low to begin frame + for(int i = 0; i < WIDTH * HEIGHT; i++) { // 48 x 84 bits = 504 bytes + _spi->write(0x00); // send 0's + } + _sce->write(1); // set CE high to end frame +} + +// function to set the XY address in RAM for subsequenct data write +void N5110::setXYAddress(unsigned int const x, + unsigned int const y) +{ + if (x<WIDTH && y<HEIGHT) { // check within range + sendCommand(0x80 | x); // send addresses to display with relevant mask + sendCommand(0x40 | y); + } +} + +// These functions are used to set, clear and get the value of pixels in the display +// Pixels are addressed in the range of 0 to 47 (y) and 0 to 83 (x). The refresh() +// function must be called after set and clear in order to update the display +void N5110::setPixel(unsigned int const x, + unsigned int const y, + bool const state) +{ + if (x<WIDTH && y<HEIGHT) { // check within range + // calculate bank and shift 1 to required position in the data byte + if(state) buffer[x][y/8] |= (1 << y%8); + else buffer[x][y/8] &= ~(1 << y%8); + } +} + +void N5110::clearPixel(unsigned int const x, + unsigned int const y) +{ + if (x<WIDTH && y<HEIGHT) { // check within range + // calculate bank and shift 1 to required position (using bit clear) + buffer[x][y/8] &= ~(1 << y%8); + } +} + +int N5110::getPixel(unsigned int const x, + unsigned int const y) const +{ + if (x<WIDTH && y<HEIGHT) { // check within range + // return relevant bank and mask required bit + + int pixel = (int) buffer[x][y/8] & (1 << y%8); + + if (pixel) + return 1; + else + return 0; + } + + return 0; + +} + +// function to refresh the display +void N5110::refresh() +{ + setXYAddress(0,0); // important to set address back to 0,0 before refreshing display + // address auto increments after printing string, so buffer[0][0] will not coincide + // with top-left pixel after priting string + + _sce->write(0); //set CE low to begin frame + + for(int j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing + for(int i = 0; i < WIDTH; i++) { + _spi->write(buffer[i][j]); // send buffer + } + } + _sce->write(1); // set CE high to end frame + +} + +// fills the buffer with random bytes. Can be used to test the display. +// The rand() function isn't seeded so it probably creates the same pattern everytime +void N5110::randomiseBuffer() +{ + int i,j; + for(j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing + for(i = 0; i < WIDTH; i++) { + buffer[i][j] = rand()%256; // generate random byte + } + } + +} + +// function to print 5x7 font +void N5110::printChar(char const c, + unsigned int const x, + unsigned int const y) +{ + if (y<BANKS) { // check if printing in range of y banks + + for (int i = 0; i < 5 ; i++ ) { + int pixel_x = x+i; + if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83) + break; + buffer[pixel_x][y] = font5x7[(c - 32)*5 + i]; + // array is offset by 32 relative to ASCII, each character is 5 pixels wide + } + + } +} + +// function to print string at specified position +void N5110::printString(const char *str, + unsigned int const x, + unsigned int const y) +{ + if (y<BANKS) { // check if printing in range of y banks + + int n = 0 ; // counter for number of characters in string + // loop through string and print character + while(*str) { + + // writes the character bitmap data to the buffer, so that + // text and pixels can be displayed at the same time + for (int i = 0; i < 5 ; i++ ) { + int pixel_x = x+i+n*6; + if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83) + break; + buffer[pixel_x][y] = font5x7[(*str - 32)*5 + i]; + } + str++; // go to next character in string + n++; // increment index + } + } +} + +// function to clear the screen buffer +void N5110::clear() +{ + memset(buffer,0,sizeof(buffer)); +} + +// function to plot array on display +void N5110::plotArray(float const array[]) +{ + for (int i=0; i<WIDTH; i++) { // loop through array + // elements are normalised from 0.0 to 1.0, so multiply + // by 47 to convert to pixel range, and subtract from 47 + // since top-left is 0,0 in the display geometry + setPixel(i,47 - int(array[i]*47.0f),true); + } + +} + +// function to draw circle +void N5110:: drawCircle(unsigned int const x0, + unsigned int const y0, + unsigned int const radius, + FillType const fill) +{ + // from http://en.wikipedia.org/wiki/Midpoint_circle_algorithm + int x = radius; + int y = 0; + int radiusError = 1-x; + + while(x >= y) { + + // if transparent, just draw outline + if (fill == FILL_TRANSPARENT) { + setPixel( x + x0, y + y0,true); + setPixel(-x + x0, y + y0,true); + setPixel( y + x0, x + y0,true); + setPixel(-y + x0, x + y0,true); + setPixel(-y + x0, -x + y0,true); + setPixel( y + x0, -x + y0,true); + setPixel( x + x0, -y + y0,true); + setPixel(-x + x0, -y + y0,true); + } else { // drawing filled circle, so draw lines between points at same y value + + int type = (fill==FILL_BLACK) ? 1:0; // black or white fill + + drawLine(x+x0,y+y0,-x+x0,y+y0,type); + drawLine(y+x0,x+y0,-y+x0,x+y0,type); + drawLine(y+x0,-x+y0,-y+x0,-x+y0,type); + drawLine(x+x0,-y+y0,-x+x0,-y+y0,type); + } + + y++; + if (radiusError<0) { + radiusError += 2 * y + 1; + } else { + x--; + radiusError += 2 * (y - x) + 1; + } + } + +} + +void N5110::drawLine(unsigned int const x0, + unsigned int const y0, + unsigned int const x1, + unsigned int const y1, + unsigned int const type) +{ + int y_range = static_cast<int>(y1) - static_cast<int>(y0); // calc range of y and x + int x_range = static_cast<int>(x1) - static_cast<int>(x0); + + // if dotted line, set step to 2, else step is 1 + unsigned int const step = (type==2) ? 2:1; + + // make sure we loop over the largest range to get the most pixels on the display + // for instance, if drawing a vertical line (x_range = 0), we need to loop down the y pixels + // or else we'll only end up with 1 pixel in the x column + if ( abs(x_range) > abs(y_range) ) { + + // ensure we loop from smallest to largest or else for-loop won't run as expected + unsigned int const start = x_range > 0 ? x0:x1; + unsigned int const stop = x_range > 0 ? x1:x0; + + // loop between x pixels + for (int x = start; x<= stop ; x+=step) { + // do linear interpolation + int const x_change = static_cast<int>(x)-static_cast<int>(x0); + unsigned int const y = y0 + y_range * x_change / x_range; + + if (type == 0) // if 'white' line, turn off pixel + clearPixel(x,y); + else + setPixel(x,y,type); // else if 'black' or 'dotted' turn on pixel + } + } else { + + // ensure we loop from smallest to largest or else for-loop won't run as expected + unsigned int const start = y_range > 0 ? y0:y1; + unsigned int const stop = y_range > 0 ? y1:y0; + + for (int y = start; y<= stop ; y+=step) { + // do linear interpolation + int const y_change = static_cast<int>(y)-static_cast<int>(y0); + unsigned int const x = x0 + x_range * y_change / y_range; + + if (type == 0) // if 'white' line, turn off pixel + clearPixel(x,y); + else + setPixel(x,y,type); // else if 'black' or 'dotted' turn on pixel + + } + } + +} + +void N5110::drawRect(unsigned int const x0, + unsigned int const y0, + unsigned int const width, + unsigned int const height, + FillType const fill) +{ + if (fill == FILL_TRANSPARENT) { // transparent, just outline + drawLine(x0,y0,x0+(width-1),y0,1); // top + drawLine(x0,y0+(height-1),x0+(width-1),y0+(height-1),1); // bottom + drawLine(x0,y0,x0,y0+(height-1),1); // left + drawLine(x0+(width-1),y0,x0+(width-1),y0+(height-1),1); // right + } else { // filled rectangle + int type = (fill==FILL_BLACK) ? 1:0; // black or white fill + for (int y = y0; y<y0+height; y++) { // loop through rows of rectangle + drawLine(x0,y,x0+(width-1),y,type); // draw line across screen + } + } +} + +void N5110::drawSprite(int x0, + int y0, + int nrows, + int ncols, + int *sprite) +{ + for (int i = 0; i < nrows; i++) { + for (int j = 0 ; j < ncols ; j++) { + + int pixel = *((sprite+i*ncols)+j); + setPixel(x0+j,y0+i, pixel); + } + } +} \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d N5110/N5110.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/N5110/N5110.h Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,516 @@ +#ifndef N5110_H +#define N5110_H + +#include "mbed.h" + +// Command Bytes - taken from Chris Yan's library +// More information can be found in the display datasheet +// H = 0 - Basic instructions +#define CMD_DC_CLEAR_DISPLAY 0x08 +#define CMD_DC_NORMAL_MODE 0x0C +#define CMD_DC_FILL_DISPLAY 0x09 +#define CMD_DC_INVERT_VIDEO 0x0D +#define CMD_FS_HORIZONTAL_MODE 0x00 +#define CMD_FS_VERTICAL_MODE 0x02 +#define CMD_FS_BASIC_MODE 0x00 +#define CMD_FS_EXTENDED_MODE 0x01 +#define CMD_FS_ACTIVE_MODE 0x00 +#define CMD_FS_POWER_DOWN_MODE 0x04 +// H = 1 - Extended instructions +#define CMD_TC_TEMP_0 0x04 +#define CMD_TC_TEMP_1 0x05 +#define CMD_TC_TEMP_2 0x06 +#define CMD_TC_TEMP_3 0x07 +#define CMD_BI_MUX_24 0x15 +#define CMD_BI_MUX_48 0x13 +#define CMD_BI_MUX_100 0x10 +#define CMD_VOP_6V06 0xB2 +#define CMD_VOP_7V38 0xC8 + +// number of pixels on display +#define WIDTH 84 +#define HEIGHT 48 +#define BANKS 6 + +/// Fill types for 2D shapes +enum FillType { + FILL_TRANSPARENT, ///< Transparent with outline + FILL_BLACK, ///< Filled black + FILL_WHITE, ///< Filled white (no outline) +}; + +/** N5110 Class +@brief Library for interfacing with Nokia 5110 LCD display (https://www.sparkfun.com/products/10168) using the hardware SPI on the mbed. +@brief The display is powered from a GPIO pin meaning it can be controlled via software. The LED backlight is also software-controllable (via PWM pin). +@brief Can print characters and strings to the display using the included 5x7 font. +@brief The library also implements a screen buffer so that individual pixels on the display (84 x 48) can be set, cleared and read. +@brief The library can print primitive shapes (lines, circles, rectangles) +@brief Acknowledgements to Chris Yan's Nokia_5110 Library. + +@brief Revision 1.3 + +@author Craig A. Evans +@date 7th February 2017 + +@code + +#include "mbed.h" +#include "N5110.h" + +// VCC,SCE,RST,D/C,MOSI,SCLK,LED +//N5110 lcd(p7,p8,p9,p10,p11,p13,p21); // LPC1768 - pwr from GPIO +N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); // K64F - pwr from 3V3 + +int main() +{ + // first need to initialise display + lcd.init(); + + while(1) { + + // these are default settings so not strictly needed + lcd.normalMode(); // normal colour mode + lcd.setBrightness(0.5); // put LED backlight on 50% + + lcd.clear(); // clear buffer at start of every loop + // can directly print strings at specified co-ordinates (must be less than 84 pixels to fit on display) + lcd.printString("Hello, World!",0,0); + + char buffer[14]; // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14) + // so can display a string of a maximum 14 characters in length + // or create formatted strings - ensure they aren't more than 14 characters long + int temperature = 27; + int length = sprintf(buffer,"T = %2d C",temperature); // 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,0,1); // display on screen + + float pressure = 1012.3; // same idea with floats + length = sprintf(buffer,"P = %.2f mb",pressure); + if (length <= 14) + lcd.printString(buffer,0,2); + + // can also print individual characters at specified place + lcd.printChar('X',5,3); + + // draw a line across the display at y = 40 pixels (origin top-left) + for (int i = 0; i < WIDTH; i++) { + lcd.setPixel(i,40); + } + // need to refresh display after setting pixels or writing strings + lcd.refresh(); + wait(5.0); + + // can check status of pixel using getPixel(x,y); + lcd.clear(); // clear buffer + lcd.setPixel(2,2); // set random pixel in buffer + lcd.refresh(); + wait(1.0); + + int pixel_to_test = lcd.getPixel(2,2); + + printf("2,2 Pixel value = %i\n",pixel_to_test); + + if ( pixel_to_test ) { + lcd.printString("2,2 is set",0,4); + } + + // this one shouldn't be set + pixel_to_test = lcd.getPixel(3,3); + + printf("3,3 Pixel value = %i\n",pixel_to_test); + + if ( pixel_to_test == 0 ) { + lcd.printString("3,3 is clear",0,5); + } + + lcd.refresh(); + wait(4.0); + + lcd.clear(); // clear buffer + lcd.inverseMode(); // invert colours + lcd.setBrightness(1.0); // put LED backlight on full + + float array[84]; + + for (int i = 0; i < 84; i++) { + array[i] = 0.5 + 0.5*sin(i*2*3.14/84); + } + + // can also plot graphs - 84 elements only + // values must be in range 0.0 - 1.0 + lcd.plotArray(array); + lcd.refresh(); + wait(5.0); + + lcd.clear(); + lcd.normalMode(); // normal colour mode back + lcd.setBrightness(0.5); // put LED backlight on 50% + + // example of drawing lines + for (int x = 0; x < WIDTH ; x+=10) { + // x0,y0,x1,y1,type 0-white,1-black,2-dotted + lcd.drawLine(0,0,x,HEIGHT,2); + } + lcd.refresh(); // refresh after drawing shapes + wait(5.0); + + + lcd.clear(); + // example of how to draw circles + lcd.drawCircle(WIDTH/2,HEIGHT/2,20,FILL_BLACK); // x,y,radius,black fill + lcd.drawCircle(WIDTH/2,HEIGHT/2,10,FILL_WHITE); // x,y,radius,white fill + lcd.drawCircle(WIDTH/2,HEIGHT/2,30,FILL_TRANSPARENT); // x,y,radius,transparent with outline + lcd.refresh(); // refresh after drawing shapes + wait(5.0); + + lcd.clear(); + // example of how to draw rectangles + // origin x,y,width,height,type + lcd.drawRect(10,10,50,30,FILL_BLACK); // filled black rectangle + lcd.drawRect(15,15,20,10,FILL_WHITE); // filled white rectange (no outline) + lcd.drawRect(2,2,70,40, FILL_TRANSPARENT); // transparent, just outline + lcd.refresh(); // refresh after drawing shapes + wait(5.0); + } +} + +@endcode +*/ +class N5110 +{ +private: +// objects + SPI *_spi; + PwmOut *_led; + DigitalOut *_pwr; + DigitalOut *_sce; + DigitalOut *_rst; + DigitalOut *_dc; + +// variables + unsigned char buffer[84][6]; // screen buffer - the 6 is for the banks - each one is 8 bits; + +public: + /** Create a N5110 object connected to the specified pins + * + * @param pwr Pin connected to Vcc on the LCD display (pin 1) + * @param sce Pin connected to chip enable (pin 3) + * @param rst Pin connected to reset (pin 4) + * @param dc Pin connected to data/command select (pin 5) + * @param mosi Pin connected to data input (MOSI) (pin 6) + * @param sclk Pin connected to serial clock (SCLK) (pin 7) + * @param led Pin connected to LED backlight (must be PWM) (pin 8) + * + */ + N5110(PinName const pwrPin, + PinName const scePin, + PinName const rstPin, + PinName const dcPin, + PinName const mosiPin, + PinName const sclkPin, + PinName const ledPin); + + /** Create a N5110 object connected to the specified pins (Vcc to +3V3) + * + * @param sce Pin connected to chip enable (pin 3) + * @param rst Pin connected to reset (pin 4) + * @param dc Pin connected to data/command select (pin 5) + * @param mosi Pin connected to data input (MOSI) (pin 6) + * @param sclk Pin connected to serial clock (SCLK) (pin 7) + * @param led Pin connected to LED backlight (must be PWM) (pin 8) + * + */ + N5110(PinName const scePin, + PinName const rstPin, + PinName const dcPin, + PinName const mosiPin, + PinName const sclkPin, + PinName const ledPin); + + /** + * Free allocated memory when object goes out of scope + */ + ~N5110(); + + /** Initialise display + * + * Powers up the display and turns on backlight (50% brightness default). + * Sets the display up in horizontal addressing mode and with normal video mode. + */ + void init(); + + /** Turn off + * + * Powers down the display and turns of the backlight. + * Needs to be reinitialised before being re-used. + */ + void turnOff(); + + /** Clear + * + * Clears the screen buffer. + */ + void clear(); + + /** Turn on normal video mode (default) + * Black on white + */ + void setContrast(float contrast); + + /** Turn on normal video mode (default) + * Black on white + */ + void normalMode(); + + /** Turn on inverse video mode (default) + * White on black + */ + void inverseMode(); + + /** Set Brightness + * + * Sets brightness of LED backlight. + * @param brightness - float in range 0.0 to 1.0 + */ + void setBrightness(float const brightness); + + /** Print String + * + * Prints a string of characters to the screen buffer. String is cut-off after the 83rd pixel. + * @param x - the column number (0 to 83) + * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row + */ + void printString(char const *str, + unsigned int const x, + unsigned int const y); + + /** Print Character + * + * Sends a character to the screen buffer. Printed at the specified location. Character is cut-off after the 83rd pixel. + * @param c - the character to print. Can print ASCII as so printChar('C'). + * @param x - the column number (0 to 83) + * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row + */ + void printChar(char const c, + unsigned int const x, + unsigned int const y); + + /** Set a Pixel + * + * This function sets a pixel in the screen buffer. + * @param x - the x co-ordinate of the pixel (0 to 83) + * @param y - the y co-ordinate of the pixel (0 to 47) + */ + void setPixel(unsigned int const x, + unsigned int const y, + bool const state); + + /** Clear a Pixel + * + * This function clears pixel in the screen buffer + * @param x - the x co-ordinate of the pixel (0 to 83) + * @param y - the y co-ordinate of the pixel (0 to 47) + */ + void clearPixel(unsigned int const x, + unsigned int const y); + + /** Get a Pixel + * + * This function gets the status of a pixel in the screen buffer. + * @param x - the x co-ordinate of the pixel (0 to 83) + * @param y - the y co-ordinate of the pixel (0 to 47) + * @returns + * 0 - pixel is clear + * 1 - pixel is set + */ + int getPixel(unsigned int const x, + unsigned int const y) const; + + /** Refresh display + * + * This functions sends the screen buffer to the display. + */ + void refresh(); + + /** Randomise buffer + * + * This function fills the buffer with random data. Can be used to test the display. + * A call to refresh() must be made to update the display to reflect the change in pixels. + * The seed is not set and so the generated pattern will probably be the same each time. + * TODO: Randomise the seed - maybe using the noise on the AnalogIn pins. + */ + void randomiseBuffer(); + + /** Plot Array + * + * This function plots a one-dimensional array in the buffer. + * @param array[] - y values of the plot. Values should be normalised in the range 0.0 to 1.0. First 84 plotted. + */ + void plotArray(float const array[]); + + /** Draw Circle + * + * This function draws a circle at the specified origin with specified radius in the screen buffer + * Uses the midpoint circle algorithm. + * @see http://en.wikipedia.org/wiki/Midpoint_circle_algorithm + * @param x0 - x-coordinate of centre + * @param y0 - y-coordinate of centre + * @param radius - radius of circle in pixels + * @param fill - fill-type for the shape + */ + void drawCircle(unsigned int const x0, + unsigned int const y0, + unsigned int const radius, + FillType const fill); + + /** Draw Line + * + * This function draws a line between the specified points using linear interpolation. + * @param x0 - x-coordinate of first point + * @param y0 - y-coordinate of first point + * @param x1 - x-coordinate of last point + * @param y1 - y-coordinate of last point + * @param type - 0 white,1 black,2 dotted + */ + void drawLine(unsigned int const x0, + unsigned int const y0, + unsigned int const x1, + unsigned int const y1, + unsigned int const type); + + /** Draw Rectangle + * + * This function draws a rectangle. + * @param x0 - x-coordinate of origin (top-left) + * @param y0 - y-coordinate of origin (top-left) + * @param width - width of rectangle + * @param height - height of rectangle + * @param fill - fill-type for the shape + */ + void drawRect(unsigned int const x0, + unsigned int const y0, + unsigned int const width, + unsigned int const height, + FillType const fill); + + void drawSprite(int x0, + int y0, + int nrows, + int ncols, + int *sprite); + +private: +// methods + void setXYAddress(unsigned int const x, + unsigned int const y); + void initSPI(); + void turnOn(); + void reset(); + void clearRAM(); + void sendCommand(unsigned char command); + void sendData(unsigned char data); + void setTempCoefficient(char tc); + void setBias(char bias); +}; + +const unsigned char font5x7[480] = { + 0x00, 0x00, 0x00, 0x00, 0x00,// (space) + 0x00, 0x00, 0x5F, 0x00, 0x00,// ! + 0x00, 0x07, 0x00, 0x07, 0x00,// " + 0x14, 0x7F, 0x14, 0x7F, 0x14,// # + 0x24, 0x2A, 0x7F, 0x2A, 0x12,// $ + 0x23, 0x13, 0x08, 0x64, 0x62,// % + 0x36, 0x49, 0x55, 0x22, 0x50,// & + 0x00, 0x05, 0x03, 0x00, 0x00,// ' + 0x00, 0x1C, 0x22, 0x41, 0x00,// ( + 0x00, 0x41, 0x22, 0x1C, 0x00,// ) + 0x08, 0x2A, 0x1C, 0x2A, 0x08,// * + 0x08, 0x08, 0x3E, 0x08, 0x08,// + + 0x00, 0x50, 0x30, 0x00, 0x00,// , + 0x08, 0x08, 0x08, 0x08, 0x08,// - + 0x00, 0x60, 0x60, 0x00, 0x00,// . + 0x20, 0x10, 0x08, 0x04, 0x02,// / + 0x3E, 0x51, 0x49, 0x45, 0x3E,// 0 + 0x00, 0x42, 0x7F, 0x40, 0x00,// 1 + 0x42, 0x61, 0x51, 0x49, 0x46,// 2 + 0x21, 0x41, 0x45, 0x4B, 0x31,// 3 + 0x18, 0x14, 0x12, 0x7F, 0x10,// 4 + 0x27, 0x45, 0x45, 0x45, 0x39,// 5 + 0x3C, 0x4A, 0x49, 0x49, 0x30,// 6 + 0x01, 0x71, 0x09, 0x05, 0x03,// 7 + 0x36, 0x49, 0x49, 0x49, 0x36,// 8 + 0x06, 0x49, 0x49, 0x29, 0x1E,// 9 + 0x00, 0x36, 0x36, 0x00, 0x00,// : + 0x00, 0x56, 0x36, 0x00, 0x00,// ; + 0x00, 0x08, 0x14, 0x22, 0x41,// < + 0x14, 0x14, 0x14, 0x14, 0x14,// = + 0x41, 0x22, 0x14, 0x08, 0x00,// > + 0x02, 0x01, 0x51, 0x09, 0x06,// ? + 0x32, 0x49, 0x79, 0x41, 0x3E,// @ + 0x7E, 0x11, 0x11, 0x11, 0x7E,// A + 0x7F, 0x49, 0x49, 0x49, 0x36,// B + 0x3E, 0x41, 0x41, 0x41, 0x22,// C + 0x7F, 0x41, 0x41, 0x22, 0x1C,// D + 0x7F, 0x49, 0x49, 0x49, 0x41,// E + 0x7F, 0x09, 0x09, 0x01, 0x01,// F + 0x3E, 0x41, 0x41, 0x51, 0x32,// G + 0x7F, 0x08, 0x08, 0x08, 0x7F,// H + 0x00, 0x41, 0x7F, 0x41, 0x00,// I + 0x20, 0x40, 0x41, 0x3F, 0x01,// J + 0x7F, 0x08, 0x14, 0x22, 0x41,// K + 0x7F, 0x40, 0x40, 0x40, 0x40,// L + 0x7F, 0x02, 0x04, 0x02, 0x7F,// M + 0x7F, 0x04, 0x08, 0x10, 0x7F,// N + 0x3E, 0x41, 0x41, 0x41, 0x3E,// O + 0x7F, 0x09, 0x09, 0x09, 0x06,// P + 0x3E, 0x41, 0x51, 0x21, 0x5E,// Q + 0x7F, 0x09, 0x19, 0x29, 0x46,// R + 0x46, 0x49, 0x49, 0x49, 0x31,// S + 0x01, 0x01, 0x7F, 0x01, 0x01,// T + 0x3F, 0x40, 0x40, 0x40, 0x3F,// U + 0x1F, 0x20, 0x40, 0x20, 0x1F,// V + 0x7F, 0x20, 0x18, 0x20, 0x7F,// W + 0x63, 0x14, 0x08, 0x14, 0x63,// X + 0x03, 0x04, 0x78, 0x04, 0x03,// Y + 0x61, 0x51, 0x49, 0x45, 0x43,// Z + 0x00, 0x00, 0x7F, 0x41, 0x41,// [ + 0x02, 0x04, 0x08, 0x10, 0x20,// "\" + 0x41, 0x41, 0x7F, 0x00, 0x00,// ] + 0x04, 0x02, 0x01, 0x02, 0x04,// ^ + 0x40, 0x40, 0x40, 0x40, 0x40,// _ + 0x00, 0x01, 0x02, 0x04, 0x00,// ` + 0x20, 0x54, 0x54, 0x54, 0x78,// a + 0x7F, 0x48, 0x44, 0x44, 0x38,// b + 0x38, 0x44, 0x44, 0x44, 0x20,// c + 0x38, 0x44, 0x44, 0x48, 0x7F,// d + 0x38, 0x54, 0x54, 0x54, 0x18,// e + 0x08, 0x7E, 0x09, 0x01, 0x02,// f + 0x08, 0x14, 0x54, 0x54, 0x3C,// g + 0x7F, 0x08, 0x04, 0x04, 0x78,// h + 0x00, 0x44, 0x7D, 0x40, 0x00,// i + 0x20, 0x40, 0x44, 0x3D, 0x00,// j + 0x00, 0x7F, 0x10, 0x28, 0x44,// k + 0x00, 0x41, 0x7F, 0x40, 0x00,// l + 0x7C, 0x04, 0x18, 0x04, 0x78,// m + 0x7C, 0x08, 0x04, 0x04, 0x78,// n + 0x38, 0x44, 0x44, 0x44, 0x38,// o + 0x7C, 0x14, 0x14, 0x14, 0x08,// p + 0x08, 0x14, 0x14, 0x18, 0x7C,// q + 0x7C, 0x08, 0x04, 0x04, 0x08,// r + 0x48, 0x54, 0x54, 0x54, 0x20,// s + 0x04, 0x3F, 0x44, 0x40, 0x20,// t + 0x3C, 0x40, 0x40, 0x20, 0x7C,// u + 0x1C, 0x20, 0x40, 0x20, 0x1C,// v + 0x3C, 0x40, 0x30, 0x40, 0x3C,// w + 0x44, 0x28, 0x10, 0x28, 0x44,// x + 0x0C, 0x50, 0x50, 0x50, 0x3C,// y + 0x44, 0x64, 0x54, 0x4C, 0x44,// z + 0x00, 0x08, 0x36, 0x41, 0x00,// { + 0x00, 0x00, 0x7F, 0x00, 0x00,// | + 0x00, 0x41, 0x36, 0x08, 0x00,// } + 0x08, 0x08, 0x2A, 0x1C, 0x08,// -> + 0x08, 0x1C, 0x2A, 0x08, 0x08 // <- +}; + +#endif \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d Paddle/Paddle.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Paddle/Paddle.cpp Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,64 @@ +#include "Paddle.h" + +// nothing doing in the constructor and destructor +Paddle::Paddle() +{ + +} + +Paddle::~Paddle() +{ + +} + +void Paddle::init(int x,int height,int width) +{ + _x = x; // x value on screen is fixed + _y = HEIGHT/2 - height/2; // y depends on height of screen and height of paddle + _height = height; + _width = width; + _speed = 1; // default speed + _score = 0; // start score from zero + +} + +void Paddle::draw(N5110 &lcd) +{ + // draw paddle in screen buffer. + lcd.drawRect(_x,_y,_width,_height,FILL_BLACK); +} + +void Paddle::update(Direction d,float mag) +{ + _speed = int(mag*10.0f); // scale is arbitrary, could be changed in future + + // update y value depending on direction of movement + // North is decrement as origin is at the top-left so decreasing moves up + if (d == N) { + _y-=_speed; + } else if (d == S) { + _y+=_speed; + } + + // check the y origin to ensure that the paddle doesn't go off screen + if (_y < 1) { + _y = 1; + } + if (_y > HEIGHT - _height - 1) { + _y = HEIGHT - _height - 1; + } +} + +void Paddle::add_score() +{ + _score++; +} +int Paddle::get_score() +{ + return _score; +} + +Vector2D Paddle::get_pos() { + Vector2D p = {_x,_y}; + return p; +} \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d Paddle/Paddle.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Paddle/Paddle.h Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,31 @@ +#ifndef PADDLE_H +#define PADDLE_H + +#include "mbed.h" +#include "N5110.h" +#include "Gamepad.h" + +class Paddle +{ +public: + + Paddle(); + ~Paddle(); + void init(int x,int height,int width); + void draw(N5110 &lcd); + void update(Direction d,float mag); + void add_score(); + int get_score(); + Vector2D get_pos(); + +private: + + int _height; + int _width; + int _x; + int _y; + int _speed; + int _score; + +}; +#endif \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d PongEngine/PongEngine.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/PongEngine/PongEngine.cpp Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,174 @@ +#include "PongEngine.h" + +PongEngine::PongEngine() +{ + +} + +PongEngine::~PongEngine() +{ + +} + +void PongEngine::init(int paddle_width,int paddle_height,int ball_size,int speed) +{ + // initialise the game parameters + _paddle_width = paddle_width; + _paddle_height = paddle_height; + _ball_size = ball_size; + _speed = speed; + + // x position on screen - WIDTH is defined in N5110.h + _p1x = GAP; + _p2x = WIDTH - GAP - _paddle_width; + + // puts paddles and ball in middle + _p1.init(_p1x,_paddle_height,_paddle_width); + _p2.init(_p2x,_paddle_height,_paddle_width); + _ball.init(_ball_size,_speed); +} + +void PongEngine::read_input(Gamepad &pad) +{ + _d = pad.get_direction(); + _mag = pad.get_mag(); +} + +void PongEngine::draw(N5110 &lcd) +{ + // draw the elements in the LCD buffer + // pitch + lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT); + lcd.drawLine(WIDTH/2,0,WIDTH/2,HEIGHT-1,2); + //score + print_scores(lcd); + // paddles + _p1.draw(lcd); + _p2.draw(lcd); + // ball + _ball.draw(lcd); +} + +void PongEngine::update(Gamepad &pad) +{ + check_goal(pad); + // important to update paddles and ball before checking collisions so can + // correct for it before updating the display + _p1.update(_d,_mag); + _p2.update(_d,_mag); + _ball.update(); + + check_wall_collision(pad); + check_paddle_collisions(pad); +} + +void PongEngine::check_wall_collision(Gamepad &pad) +{ + // read current ball attributes + Vector2D ball_pos = _ball.get_pos(); + Vector2D ball_velocity = _ball.get_velocity(); + + // check if hit top wall + if (ball_pos.y <= 1) { // 1 due to 1 pixel boundary + ball_pos.y = 1; // bounce off ceiling without going off screen + ball_velocity.y = -ball_velocity.y; + // audio feedback + pad.tone(750.0,0.1); + } + // check if hit bottom wall + else if (ball_pos.y + _ball_size >= (HEIGHT-1) ) { // bottom pixel is 47 + // hit bottom + ball_pos.y = (HEIGHT-1) - _ball_size; // stops ball going off screen + ball_velocity.y = -ball_velocity.y; + // audio feedback + pad.tone(750.0,0.1); + } + + // update ball parameters + _ball.set_velocity(ball_velocity); + _ball.set_pos(ball_pos); +} + +void PongEngine::check_paddle_collisions(Gamepad &pad) +{ + // read current ball attributes + Vector2D ball_pos = _ball.get_pos(); + Vector2D ball_velocity = _ball.get_velocity(); + + // check p1 first + Vector2D p1_pos = _p1.get_pos(); + + // see if ball has hit the paddle by checking for overlaps + if ( + (ball_pos.y >= p1_pos.y) && //top + (ball_pos.y <= p1_pos.y + _paddle_height) && //bottom + (ball_pos.x >= _p1x) && //left + (ball_pos.x <= _p1x + _paddle_width) //right + ) { + // if it has, fix position and reflect x velocity + ball_pos.x = _p1x + _paddle_width; + ball_velocity.x = -ball_velocity.x; + // audio feedback + pad.tone(1000.0,0.1); + } + + // check p2 next + Vector2D p2_pos = _p2.get_pos(); + + // see if ball has hit the paddle by checking for overlaps + if ( + (ball_pos.y >= p2_pos.y) && //top + (ball_pos.y <= p2_pos.y + _paddle_height) && //bottom + (ball_pos.x + _ball_size >= _p2x) && //left + (ball_pos.x + _ball_size <= _p2x + _paddle_width) //right + ) { + // if it has, fix position and reflect x velocity + ball_pos.x = _p2x - _ball_size; + ball_velocity.x = -ball_velocity.x; + // audio feedback + pad.tone(1000.0,0.1); + } + + // write new attributes + _ball.set_velocity(ball_velocity); + _ball.set_pos(ball_pos); +} + +void PongEngine::check_goal(Gamepad &pad) +{ + Vector2D ball_pos = _ball.get_pos(); + // P2 has scored + if (ball_pos.x + _ball_size < 0) { + _p2.add_score(); + _ball.init(_ball_size,_speed); + pad.tone(1500.0,0.5); + pad.leds_on(); + wait(0.5); + pad.leds_off(); + } + + // P1 has scored + if (ball_pos.x > WIDTH) { + _p1.add_score(); + _ball.init(_ball_size,_speed); + pad.tone(1500.0,0.5); + pad.leds_on(); + wait(0.5); + pad.leds_off(); + } +} + +void PongEngine::print_scores(N5110 &lcd) +{ + // get scores from paddles + int p1_score = _p1.get_score(); + int p2_score = _p2.get_score(); + + // print to LCD i + char buffer1[14]; + sprintf(buffer1,"%2d",p1_score); + lcd.printString(buffer1,WIDTH/2 - 20,1); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits + char buffer2[14]; + sprintf(buffer2,"%2d",p2_score); + lcd.printString(buffer2,WIDTH/2 + 4,1); +} \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d PongEngine/PongEngine.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/PongEngine/PongEngine.h Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,51 @@ +#ifndef PONGENGINE_H +#define PONGENGINE_H + +#include "mbed.h" +#include "N5110.h" +#include "Gamepad.h" +#include "Ball.h" +#include "Paddle.h" + +// gap from edge of screen +#define GAP 2 + +class PongEngine +{ + +public: + PongEngine(); + ~PongEngine(); + + void init(int paddle_width,int paddle_height,int ball_size,int speed); + void read_input(Gamepad &pad); + void update(Gamepad &pad); + void draw(N5110 &lcd); + +private: + + void check_wall_collision(Gamepad &pad); + void check_paddle_collisions(Gamepad &pad); + void check_goal(Gamepad &pad); + void print_scores(N5110 &lcd); + + Paddle _p1; + Paddle _p2; + + int _paddle_width; + int _paddle_height; + int _ball_size; + int _speed; + + // x positions of the paddles + int _p1x; + int _p2x; + + Ball _ball; + + Direction _d; + float _mag; + +}; + +#endif \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d main.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/main.cpp Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,95 @@ +///////// pre-processor directives //////// +#include "mbed.h" +#include "Gamepad.h" +#include "N5110.h" +#include "PongEngine.h" + +#ifdef WITH_TESTING +# include "tests.h" +#endif + +#define PADDLE_WIDTH 2 +#define PADDLE_HEIGHT 8 +#define BALL_SIZE 2 +#define BALL_SPEED 3 + +/////////////// structs ///////////////// +struct UserInput { + Direction d; + float mag; +}; +/////////////// objects /////////////// +N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); +Gamepad pad; +PongEngine pong; + +///////////// prototypes /////////////// +void init(); +void update_game(UserInput input); +void render(); +void welcome(); + +///////////// functions //////////////// +int main() +{ +#ifdef WITH_TESTING + int number_of_failures = run_all_tests(); + + if(number_of_failures > 0) return number_of_failures; +#endif + + int fps = 8; // frames per second + + init(); // initialise and then display welcome screen... + welcome(); // waiting for the user to start + + render(); // first draw the initial frame + wait(1.0f/fps); // and wait for one frame period + + + // game loop - read input, update the game state and render the display + while (1) { + pong.read_input(pad); + pong.update(pad); + render(); + wait(1.0f/fps); + } +} + +// initialies all classes and libraries +void init() +{ + // need to initialise LCD and Gamepad + lcd.init(); + pad.init(); + + // initialise the game with correct ball and paddle sizes + pong.init(PADDLE_WIDTH,PADDLE_HEIGHT,BALL_SIZE,BALL_SPEED); + +} + +// this function draws each frame on the LCD +void render() +{ + // clear screen, re-draw and refresh + lcd.clear(); + pong.draw(lcd); + lcd.refresh(); +} + +// simple splash screen displayed on start-up +void welcome() { + + lcd.printString(" Pong! ",0,1); + lcd.printString(" Press Start ",0,4); + lcd.refresh(); + + // wait flashing LEDs until start button is pressed + while ( pad.check_event(Gamepad::START_PRESSED) == false) { + pad.leds_on(); + wait(0.1); + pad.leds_off(); + wait(0.1); + } + +} \ No newline at end of file
diff -r 000000000000 -r 90b7f20b3a8d mbed.bld --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mbed.bld Tue Apr 28 01:39:30 2020 +0000 @@ -0,0 +1,1 @@ +https://os.mbed.com/users/mbed_official/code/mbed/builds/65be27845400 \ No newline at end of file