ZIWEI LIU / Mbed 2 deprecated ELEC2645_Project_el19z2l

Dependencies:   mbed

Committer:
alexliu0812
Date:
Thu May 14 06:54:58 2020 +0000
Revision:
1:11854f815cc8
welcome

Who changed what in which revision?

UserRevisionLine numberNew contents of line
alexliu0812 1:11854f815cc8 1 #include "Gamepad.h"
alexliu0812 1:11854f815cc8 2
alexliu0812 1:11854f815cc8 3 #include "mbed.h"
alexliu0812 1:11854f815cc8 4
alexliu0812 1:11854f815cc8 5 //////////// constructor/destructor ////////////
alexliu0812 1:11854f815cc8 6 Gamepad::Gamepad()
alexliu0812 1:11854f815cc8 7 :
alexliu0812 1:11854f815cc8 8 _led1(new PwmOut(PTA2)),
alexliu0812 1:11854f815cc8 9 _led2(new PwmOut(PTC2)),
alexliu0812 1:11854f815cc8 10 _led3(new PwmOut(PTC3)),
alexliu0812 1:11854f815cc8 11 _led4(new PwmOut(PTA1)),
alexliu0812 1:11854f815cc8 12 _led5(new PwmOut(PTC10)),
alexliu0812 1:11854f815cc8 13 _led6(new PwmOut(PTC11)),
alexliu0812 1:11854f815cc8 14
alexliu0812 1:11854f815cc8 15 _button_A(new InterruptIn(PTC7)),
alexliu0812 1:11854f815cc8 16 _button_B(new InterruptIn(PTC9)),
alexliu0812 1:11854f815cc8 17 _button_X(new InterruptIn(PTC5)),
alexliu0812 1:11854f815cc8 18 _button_Y(new InterruptIn(PTC0)),
alexliu0812 1:11854f815cc8 19 _button_start(new InterruptIn(PTC8)),
alexliu0812 1:11854f815cc8 20
alexliu0812 1:11854f815cc8 21 _vert(new AnalogIn(PTB11)),
alexliu0812 1:11854f815cc8 22 _horiz(new AnalogIn(PTB10)),
alexliu0812 1:11854f815cc8 23
alexliu0812 1:11854f815cc8 24 _pot1(new AnalogIn(PTB2)),
alexliu0812 1:11854f815cc8 25 _pot2(new AnalogIn(PTB3)),
alexliu0812 1:11854f815cc8 26
alexliu0812 1:11854f815cc8 27 dac(new AnalogOut(DAC0_OUT)),
alexliu0812 1:11854f815cc8 28 ticker(new Ticker),
alexliu0812 1:11854f815cc8 29 timeout(new Timeout),
alexliu0812 1:11854f815cc8 30 note_timeout(new Timeout),
alexliu0812 1:11854f815cc8 31
alexliu0812 1:11854f815cc8 32 _x0(0),
alexliu0812 1:11854f815cc8 33 _y0(0)
alexliu0812 1:11854f815cc8 34 {}
alexliu0812 1:11854f815cc8 35
alexliu0812 1:11854f815cc8 36
alexliu0812 1:11854f815cc8 37 ///////////////// public methods /////////////////
alexliu0812 1:11854f815cc8 38
alexliu0812 1:11854f815cc8 39 void Gamepad::init()
alexliu0812 1:11854f815cc8 40 {
alexliu0812 1:11854f815cc8 41 leds_off();
alexliu0812 1:11854f815cc8 42
alexliu0812 1:11854f815cc8 43 // read centred values of joystick
alexliu0812 1:11854f815cc8 44 _x0 = _horiz->read();
alexliu0812 1:11854f815cc8 45 _y0 = _vert->read();
alexliu0812 1:11854f815cc8 46
alexliu0812 1:11854f815cc8 47 // Set all buttons to PullUp
alexliu0812 1:11854f815cc8 48 _button_A->mode(PullUp);
alexliu0812 1:11854f815cc8 49 _button_B->mode(PullUp);
alexliu0812 1:11854f815cc8 50 _button_X->mode(PullUp);
alexliu0812 1:11854f815cc8 51 _button_Y->mode(PullUp);
alexliu0812 1:11854f815cc8 52 _button_start->mode(PullUp);
alexliu0812 1:11854f815cc8 53
alexliu0812 1:11854f815cc8 54 // Set up interrupts for the fall of buttons
alexliu0812 1:11854f815cc8 55 _button_A->fall(callback(this,&Gamepad::A_fall_interrupt));
alexliu0812 1:11854f815cc8 56 _button_B->fall(callback(this,&Gamepad::B_fall_interrupt));
alexliu0812 1:11854f815cc8 57 _button_X->fall(callback(this,&Gamepad::X_fall_interrupt));
alexliu0812 1:11854f815cc8 58 _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt));
alexliu0812 1:11854f815cc8 59 _button_start->fall(callback(this,&Gamepad::start_fall_interrupt));
alexliu0812 1:11854f815cc8 60
alexliu0812 1:11854f815cc8 61 // initalise button flags
alexliu0812 1:11854f815cc8 62 reset_buttons();
alexliu0812 1:11854f815cc8 63
alexliu0812 1:11854f815cc8 64 // number of samples
alexliu0812 1:11854f815cc8 65 _n = 16;
alexliu0812 1:11854f815cc8 66 _sample_array = new float[_n];
alexliu0812 1:11854f815cc8 67
alexliu0812 1:11854f815cc8 68 // create sample array for one period between 0.0 and 1.0
alexliu0812 1:11854f815cc8 69 for (int i = 0; i < _n ; i++) {
alexliu0812 1:11854f815cc8 70 _sample_array[i] = 0.5f + 0.5f*sin(i*2*PI/_n);
alexliu0812 1:11854f815cc8 71 //printf("y[%i] = %f\n",i,_sample_array[i]);
alexliu0812 1:11854f815cc8 72 }
alexliu0812 1:11854f815cc8 73
alexliu0812 1:11854f815cc8 74 }
alexliu0812 1:11854f815cc8 75
alexliu0812 1:11854f815cc8 76 void Gamepad::leds_off()
alexliu0812 1:11854f815cc8 77 {
alexliu0812 1:11854f815cc8 78 leds(0.0);
alexliu0812 1:11854f815cc8 79 }
alexliu0812 1:11854f815cc8 80
alexliu0812 1:11854f815cc8 81 void Gamepad::leds_on()
alexliu0812 1:11854f815cc8 82 {
alexliu0812 1:11854f815cc8 83 leds(1.0);
alexliu0812 1:11854f815cc8 84 }
alexliu0812 1:11854f815cc8 85
alexliu0812 1:11854f815cc8 86 void Gamepad::leds(float val) const
alexliu0812 1:11854f815cc8 87 {
alexliu0812 1:11854f815cc8 88 if (val < 0.0f) {
alexliu0812 1:11854f815cc8 89 val = 0.0f;
alexliu0812 1:11854f815cc8 90 }
alexliu0812 1:11854f815cc8 91 if (val > 1.0f) {
alexliu0812 1:11854f815cc8 92 val = 1.0f;
alexliu0812 1:11854f815cc8 93 }
alexliu0812 1:11854f815cc8 94
alexliu0812 1:11854f815cc8 95 // leds are active-low, so subtract from 1.0
alexliu0812 1:11854f815cc8 96 // 0.0 corresponds to fully-off, 1.0 to fully-on
alexliu0812 1:11854f815cc8 97 val = 1.0f - val;
alexliu0812 1:11854f815cc8 98
alexliu0812 1:11854f815cc8 99 _led1->write(val);
alexliu0812 1:11854f815cc8 100 _led2->write(val);
alexliu0812 1:11854f815cc8 101 _led3->write(val);
alexliu0812 1:11854f815cc8 102 _led4->write(val);
alexliu0812 1:11854f815cc8 103 _led5->write(val);
alexliu0812 1:11854f815cc8 104 _led6->write(val);
alexliu0812 1:11854f815cc8 105 }
alexliu0812 1:11854f815cc8 106
alexliu0812 1:11854f815cc8 107 void Gamepad::led(int n,float val) const
alexliu0812 1:11854f815cc8 108 {
alexliu0812 1:11854f815cc8 109 // ensure they are within valid range
alexliu0812 1:11854f815cc8 110 if (val < 0.0f) {
alexliu0812 1:11854f815cc8 111 val = 0.0f;
alexliu0812 1:11854f815cc8 112 }
alexliu0812 1:11854f815cc8 113 if (val > 1.0f) {
alexliu0812 1:11854f815cc8 114 val = 1.0f;
alexliu0812 1:11854f815cc8 115 }
alexliu0812 1:11854f815cc8 116
alexliu0812 1:11854f815cc8 117 switch (n) {
alexliu0812 1:11854f815cc8 118
alexliu0812 1:11854f815cc8 119 // check for valid LED number and set value
alexliu0812 1:11854f815cc8 120
alexliu0812 1:11854f815cc8 121 case 1:
alexliu0812 1:11854f815cc8 122 _led1->write(1.0f-val); // active-low so subtract from 1
alexliu0812 1:11854f815cc8 123 break;
alexliu0812 1:11854f815cc8 124 case 2:
alexliu0812 1:11854f815cc8 125 _led2->write(1.0f-val); // active-low so subtract from 1
alexliu0812 1:11854f815cc8 126 break;
alexliu0812 1:11854f815cc8 127 case 3:
alexliu0812 1:11854f815cc8 128 _led3->write(1.0f-val); // active-low so subtract from 1
alexliu0812 1:11854f815cc8 129 break;
alexliu0812 1:11854f815cc8 130 case 4:
alexliu0812 1:11854f815cc8 131 _led4->write(1.0f-val); // active-low so subtract from 1
alexliu0812 1:11854f815cc8 132 break;
alexliu0812 1:11854f815cc8 133 case 5:
alexliu0812 1:11854f815cc8 134 _led5->write(1.0f-val); // active-low so subtract from 1
alexliu0812 1:11854f815cc8 135 break;
alexliu0812 1:11854f815cc8 136 case 6:
alexliu0812 1:11854f815cc8 137 _led6->write(1.0f-val); // active-low so subtract from 1
alexliu0812 1:11854f815cc8 138 break;
alexliu0812 1:11854f815cc8 139
alexliu0812 1:11854f815cc8 140 }
alexliu0812 1:11854f815cc8 141 }
alexliu0812 1:11854f815cc8 142
alexliu0812 1:11854f815cc8 143 float Gamepad::read_pot1() const
alexliu0812 1:11854f815cc8 144 {
alexliu0812 1:11854f815cc8 145 return _pot1->read();
alexliu0812 1:11854f815cc8 146 }
alexliu0812 1:11854f815cc8 147
alexliu0812 1:11854f815cc8 148 float Gamepad::read_pot2() const
alexliu0812 1:11854f815cc8 149 {
alexliu0812 1:11854f815cc8 150 return _pot2->read();
alexliu0812 1:11854f815cc8 151 }
alexliu0812 1:11854f815cc8 152
alexliu0812 1:11854f815cc8 153
alexliu0812 1:11854f815cc8 154 // this method gets the magnitude of the joystick movement
alexliu0812 1:11854f815cc8 155 float Gamepad::get_mag()
alexliu0812 1:11854f815cc8 156 {
alexliu0812 1:11854f815cc8 157 Polar p = get_polar();
alexliu0812 1:11854f815cc8 158 return p.mag;
alexliu0812 1:11854f815cc8 159 }
alexliu0812 1:11854f815cc8 160
alexliu0812 1:11854f815cc8 161 // this method gets the angle of joystick movement (0 to 360, 0 North)
alexliu0812 1:11854f815cc8 162 float Gamepad::get_angle()
alexliu0812 1:11854f815cc8 163 {
alexliu0812 1:11854f815cc8 164 Polar p = get_polar();
alexliu0812 1:11854f815cc8 165 return p.angle;
alexliu0812 1:11854f815cc8 166 }
alexliu0812 1:11854f815cc8 167
alexliu0812 1:11854f815cc8 168 Direction Gamepad::get_direction()
alexliu0812 1:11854f815cc8 169 {
alexliu0812 1:11854f815cc8 170 float angle = get_angle(); // 0 to 360, -1 for centred
alexliu0812 1:11854f815cc8 171
alexliu0812 1:11854f815cc8 172 Direction d;
alexliu0812 1:11854f815cc8 173 // partition 360 into segments and check which segment the angle is in
alexliu0812 1:11854f815cc8 174 if (angle < 0.0f) {
alexliu0812 1:11854f815cc8 175 d = CENTRE; // check for -1.0 angle
alexliu0812 1:11854f815cc8 176 } else if (angle < 22.5f) { // then keep going in 45 degree increments
alexliu0812 1:11854f815cc8 177 d = N;
alexliu0812 1:11854f815cc8 178 } else if (angle < 67.5f) {
alexliu0812 1:11854f815cc8 179 d = NE;
alexliu0812 1:11854f815cc8 180 } else if (angle < 112.5f) {
alexliu0812 1:11854f815cc8 181 d = E;
alexliu0812 1:11854f815cc8 182 } else if (angle < 157.5f) {
alexliu0812 1:11854f815cc8 183 d = SE;
alexliu0812 1:11854f815cc8 184 } else if (angle < 202.5f) {
alexliu0812 1:11854f815cc8 185 d = S;
alexliu0812 1:11854f815cc8 186 } else if (angle < 247.5f) {
alexliu0812 1:11854f815cc8 187 d = SW;
alexliu0812 1:11854f815cc8 188 } else if (angle < 292.5f) {
alexliu0812 1:11854f815cc8 189 d = W;
alexliu0812 1:11854f815cc8 190 } else if (angle < 337.5f) {
alexliu0812 1:11854f815cc8 191 d = NW;
alexliu0812 1:11854f815cc8 192 } else {
alexliu0812 1:11854f815cc8 193 d = N;
alexliu0812 1:11854f815cc8 194 }
alexliu0812 1:11854f815cc8 195
alexliu0812 1:11854f815cc8 196 return d;
alexliu0812 1:11854f815cc8 197 }
alexliu0812 1:11854f815cc8 198
alexliu0812 1:11854f815cc8 199 void Gamepad::reset_buttons()
alexliu0812 1:11854f815cc8 200 {
alexliu0812 1:11854f815cc8 201 A_fall = B_fall = X_fall = Y_fall = start_fall = false;
alexliu0812 1:11854f815cc8 202 }
alexliu0812 1:11854f815cc8 203
alexliu0812 1:11854f815cc8 204 bool Gamepad::A_pressed()
alexliu0812 1:11854f815cc8 205 {
alexliu0812 1:11854f815cc8 206 if (A_fall) {
alexliu0812 1:11854f815cc8 207 A_fall = false;
alexliu0812 1:11854f815cc8 208 return true;
alexliu0812 1:11854f815cc8 209 } else {
alexliu0812 1:11854f815cc8 210 return false;
alexliu0812 1:11854f815cc8 211 }
alexliu0812 1:11854f815cc8 212 }
alexliu0812 1:11854f815cc8 213
alexliu0812 1:11854f815cc8 214 bool Gamepad::B_pressed()
alexliu0812 1:11854f815cc8 215 {
alexliu0812 1:11854f815cc8 216 if (B_fall) {
alexliu0812 1:11854f815cc8 217 B_fall = false;
alexliu0812 1:11854f815cc8 218 return true;
alexliu0812 1:11854f815cc8 219 } else {
alexliu0812 1:11854f815cc8 220 return false;
alexliu0812 1:11854f815cc8 221 }
alexliu0812 1:11854f815cc8 222 }
alexliu0812 1:11854f815cc8 223
alexliu0812 1:11854f815cc8 224 bool Gamepad::X_pressed()
alexliu0812 1:11854f815cc8 225 {
alexliu0812 1:11854f815cc8 226 if (X_fall) {
alexliu0812 1:11854f815cc8 227 X_fall = false;
alexliu0812 1:11854f815cc8 228 return true;
alexliu0812 1:11854f815cc8 229 } else {
alexliu0812 1:11854f815cc8 230 return false;
alexliu0812 1:11854f815cc8 231 }
alexliu0812 1:11854f815cc8 232 }
alexliu0812 1:11854f815cc8 233
alexliu0812 1:11854f815cc8 234 bool Gamepad::Y_pressed()
alexliu0812 1:11854f815cc8 235 {
alexliu0812 1:11854f815cc8 236 if (Y_fall) {
alexliu0812 1:11854f815cc8 237 Y_fall = false;
alexliu0812 1:11854f815cc8 238 return true;
alexliu0812 1:11854f815cc8 239 } else {
alexliu0812 1:11854f815cc8 240 return false;
alexliu0812 1:11854f815cc8 241 }
alexliu0812 1:11854f815cc8 242 }
alexliu0812 1:11854f815cc8 243
alexliu0812 1:11854f815cc8 244 bool Gamepad::start_pressed()
alexliu0812 1:11854f815cc8 245 {
alexliu0812 1:11854f815cc8 246 if (start_fall) {
alexliu0812 1:11854f815cc8 247 start_fall = false;
alexliu0812 1:11854f815cc8 248 return true;
alexliu0812 1:11854f815cc8 249 } else {
alexliu0812 1:11854f815cc8 250 return false;
alexliu0812 1:11854f815cc8 251 }
alexliu0812 1:11854f815cc8 252 }
alexliu0812 1:11854f815cc8 253
alexliu0812 1:11854f815cc8 254 bool Gamepad::A_held()
alexliu0812 1:11854f815cc8 255 {
alexliu0812 1:11854f815cc8 256 // Buttons are configured as PullUp hence the not
alexliu0812 1:11854f815cc8 257 return !_button_A->read();
alexliu0812 1:11854f815cc8 258 }
alexliu0812 1:11854f815cc8 259
alexliu0812 1:11854f815cc8 260 bool Gamepad::B_held()
alexliu0812 1:11854f815cc8 261 {
alexliu0812 1:11854f815cc8 262 return !_button_B->read();
alexliu0812 1:11854f815cc8 263 }
alexliu0812 1:11854f815cc8 264
alexliu0812 1:11854f815cc8 265 bool Gamepad::X_held()
alexliu0812 1:11854f815cc8 266 {
alexliu0812 1:11854f815cc8 267 return !_button_X->read();
alexliu0812 1:11854f815cc8 268 }
alexliu0812 1:11854f815cc8 269
alexliu0812 1:11854f815cc8 270 bool Gamepad::Y_held()
alexliu0812 1:11854f815cc8 271 {
alexliu0812 1:11854f815cc8 272 return !_button_Y->read();
alexliu0812 1:11854f815cc8 273 }
alexliu0812 1:11854f815cc8 274
alexliu0812 1:11854f815cc8 275 bool Gamepad::start_held()
alexliu0812 1:11854f815cc8 276 {
alexliu0812 1:11854f815cc8 277 return !_button_start->read();
alexliu0812 1:11854f815cc8 278 }
alexliu0812 1:11854f815cc8 279
alexliu0812 1:11854f815cc8 280 ///////////////////// private methods ////////////////////////
alexliu0812 1:11854f815cc8 281
alexliu0812 1:11854f815cc8 282 // get raw joystick coordinate in range -1 to 1
alexliu0812 1:11854f815cc8 283 // Direction (x,y)
alexliu0812 1:11854f815cc8 284 // North (0,1)
alexliu0812 1:11854f815cc8 285 // East (1,0)
alexliu0812 1:11854f815cc8 286 // South (0,-1)
alexliu0812 1:11854f815cc8 287 // West (-1,0)
alexliu0812 1:11854f815cc8 288 Vector2D Gamepad::get_coord()
alexliu0812 1:11854f815cc8 289 {
alexliu0812 1:11854f815cc8 290 // read() returns value in range 0.0 to 1.0 so is scaled and centre value
alexliu0812 1:11854f815cc8 291 // substracted to get values in the range -1.0 to 1.0
alexliu0812 1:11854f815cc8 292 float x = 2.0f*( _horiz->read() - _x0 );
alexliu0812 1:11854f815cc8 293 float y = 2.0f*( _vert->read() - _y0 );
alexliu0812 1:11854f815cc8 294
alexliu0812 1:11854f815cc8 295 // Note: the y value here is inverted to ensure the positive y is up
alexliu0812 1:11854f815cc8 296
alexliu0812 1:11854f815cc8 297 Vector2D coord = {x,-y};
alexliu0812 1:11854f815cc8 298 return coord;
alexliu0812 1:11854f815cc8 299 }
alexliu0812 1:11854f815cc8 300
alexliu0812 1:11854f815cc8 301 // This maps the raw x,y coord onto a circular grid.
alexliu0812 1:11854f815cc8 302 // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
alexliu0812 1:11854f815cc8 303 Vector2D Gamepad::get_mapped_coord()
alexliu0812 1:11854f815cc8 304 {
alexliu0812 1:11854f815cc8 305 Vector2D coord = get_coord();
alexliu0812 1:11854f815cc8 306
alexliu0812 1:11854f815cc8 307 // do the transformation
alexliu0812 1:11854f815cc8 308 float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
alexliu0812 1:11854f815cc8 309 float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
alexliu0812 1:11854f815cc8 310
alexliu0812 1:11854f815cc8 311 Vector2D mapped_coord = {x,y};
alexliu0812 1:11854f815cc8 312 return mapped_coord;
alexliu0812 1:11854f815cc8 313 }
alexliu0812 1:11854f815cc8 314
alexliu0812 1:11854f815cc8 315 // this function converts the mapped coordinates into polar form
alexliu0812 1:11854f815cc8 316 Polar Gamepad::get_polar()
alexliu0812 1:11854f815cc8 317 {
alexliu0812 1:11854f815cc8 318 // get the mapped coordinate
alexliu0812 1:11854f815cc8 319 Vector2D coord = get_mapped_coord();
alexliu0812 1:11854f815cc8 320
alexliu0812 1:11854f815cc8 321 // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
alexliu0812 1:11854f815cc8 322 // We want 0 degrees to correspond to North and increase clockwise to 359
alexliu0812 1:11854f815cc8 323 // like a compass heading, so we need to swap the axis and invert y
alexliu0812 1:11854f815cc8 324 float x = coord.y;
alexliu0812 1:11854f815cc8 325 float y = coord.x;
alexliu0812 1:11854f815cc8 326
alexliu0812 1:11854f815cc8 327 float mag = sqrt(x*x+y*y); // pythagoras
alexliu0812 1:11854f815cc8 328 float angle = RAD2DEG*atan2(y,x);
alexliu0812 1:11854f815cc8 329 // angle will be in range -180 to 180, so add 360 to negative angles to
alexliu0812 1:11854f815cc8 330 // move to 0 to 360 range
alexliu0812 1:11854f815cc8 331 if (angle < 0.0f) {
alexliu0812 1:11854f815cc8 332 angle+=360.0f;
alexliu0812 1:11854f815cc8 333 }
alexliu0812 1:11854f815cc8 334
alexliu0812 1:11854f815cc8 335 // the noise on the ADC causes the values of x and y to fluctuate slightly
alexliu0812 1:11854f815cc8 336 // around the centred values. This causes the random angle values to get
alexliu0812 1:11854f815cc8 337 // calculated when the joystick is centred and untouched. This is also when
alexliu0812 1:11854f815cc8 338 // the magnitude is very small, so we can check for a small magnitude and then
alexliu0812 1:11854f815cc8 339 // set the angle to -1. This will inform us when the angle is invalid and the
alexliu0812 1:11854f815cc8 340 // joystick is centred
alexliu0812 1:11854f815cc8 341
alexliu0812 1:11854f815cc8 342 if (mag < TOL) {
alexliu0812 1:11854f815cc8 343 mag = 0.0f;
alexliu0812 1:11854f815cc8 344 angle = -1.0f;
alexliu0812 1:11854f815cc8 345 }
alexliu0812 1:11854f815cc8 346
alexliu0812 1:11854f815cc8 347 Polar p = {mag,angle};
alexliu0812 1:11854f815cc8 348 return p;
alexliu0812 1:11854f815cc8 349 }
alexliu0812 1:11854f815cc8 350
alexliu0812 1:11854f815cc8 351 // ISRs for buttons
alexliu0812 1:11854f815cc8 352 void Gamepad::A_fall_interrupt()
alexliu0812 1:11854f815cc8 353 {
alexliu0812 1:11854f815cc8 354 A_fall = true;
alexliu0812 1:11854f815cc8 355 }
alexliu0812 1:11854f815cc8 356 void Gamepad::B_fall_interrupt()
alexliu0812 1:11854f815cc8 357 {
alexliu0812 1:11854f815cc8 358 B_fall = true;
alexliu0812 1:11854f815cc8 359 }
alexliu0812 1:11854f815cc8 360 void Gamepad::X_fall_interrupt()
alexliu0812 1:11854f815cc8 361 {
alexliu0812 1:11854f815cc8 362 X_fall = true;
alexliu0812 1:11854f815cc8 363 }
alexliu0812 1:11854f815cc8 364 void Gamepad::Y_fall_interrupt()
alexliu0812 1:11854f815cc8 365 {
alexliu0812 1:11854f815cc8 366 Y_fall = true;
alexliu0812 1:11854f815cc8 367 }
alexliu0812 1:11854f815cc8 368 void Gamepad::start_fall_interrupt()
alexliu0812 1:11854f815cc8 369 {
alexliu0812 1:11854f815cc8 370 start_fall = true;
alexliu0812 1:11854f815cc8 371 }
alexliu0812 1:11854f815cc8 372
alexliu0812 1:11854f815cc8 373 void Gamepad::set_bpm(float bpm)
alexliu0812 1:11854f815cc8 374 {
alexliu0812 1:11854f815cc8 375 _bpm = bpm;
alexliu0812 1:11854f815cc8 376 }
alexliu0812 1:11854f815cc8 377
alexliu0812 1:11854f815cc8 378 void Gamepad::tone(float frequency,float duration)
alexliu0812 1:11854f815cc8 379 {
alexliu0812 1:11854f815cc8 380 // calculate time step between samples
alexliu0812 1:11854f815cc8 381 float dt = 1.0f/(frequency*_n);
alexliu0812 1:11854f815cc8 382 // start from beginning of LUT
alexliu0812 1:11854f815cc8 383 _sample = 0;
alexliu0812 1:11854f815cc8 384
alexliu0812 1:11854f815cc8 385 // setup ticker and timeout to stop ticker
alexliu0812 1:11854f815cc8 386
alexliu0812 1:11854f815cc8 387 // the ticker repeats every dt to plat each sample in turn
alexliu0812 1:11854f815cc8 388 ticker->attach(callback(this, &Gamepad::ticker_isr), dt);
alexliu0812 1:11854f815cc8 389 // the timeout stops the ticker after the required duration
alexliu0812 1:11854f815cc8 390 timeout->attach(callback(this, &Gamepad::timeout_isr), duration );
alexliu0812 1:11854f815cc8 391 }
alexliu0812 1:11854f815cc8 392
alexliu0812 1:11854f815cc8 393 void Gamepad::play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat)
alexliu0812 1:11854f815cc8 394 {
alexliu0812 1:11854f815cc8 395 // copy arguments to member variables
alexliu0812 1:11854f815cc8 396 _bpm = bpm;
alexliu0812 1:11854f815cc8 397 _notes = notes; // pointer for array
alexliu0812 1:11854f815cc8 398 _durations = durations; // pointer for array
alexliu0812 1:11854f815cc8 399 _melody_length = length;
alexliu0812 1:11854f815cc8 400 _repeat = repeat;
alexliu0812 1:11854f815cc8 401
alexliu0812 1:11854f815cc8 402 _note = 0; // start from first note
alexliu0812 1:11854f815cc8 403
alexliu0812 1:11854f815cc8 404 play_next_note(); // play the next note in the melody
alexliu0812 1:11854f815cc8 405 }
alexliu0812 1:11854f815cc8 406
alexliu0812 1:11854f815cc8 407 void Gamepad::write_dac(float val)
alexliu0812 1:11854f815cc8 408 {
alexliu0812 1:11854f815cc8 409 if (val < 0.0f) {
alexliu0812 1:11854f815cc8 410 val = 0.0f;
alexliu0812 1:11854f815cc8 411 } else if (val > 1.0f) {
alexliu0812 1:11854f815cc8 412 val = 1.0f;
alexliu0812 1:11854f815cc8 413 }
alexliu0812 1:11854f815cc8 414 dac->write(val);
alexliu0812 1:11854f815cc8 415 }
alexliu0812 1:11854f815cc8 416
alexliu0812 1:11854f815cc8 417
alexliu0812 1:11854f815cc8 418 void Gamepad::play_next_note()
alexliu0812 1:11854f815cc8 419 {
alexliu0812 1:11854f815cc8 420 // _note is the note index to play
alexliu0812 1:11854f815cc8 421
alexliu0812 1:11854f815cc8 422 // calculate the duration and frequency of the note
alexliu0812 1:11854f815cc8 423 float duration = 60.0f/(_bpm*_durations[_note]);
alexliu0812 1:11854f815cc8 424 float frequency = float(_notes[_note]);
alexliu0812 1:11854f815cc8 425 //printf("[%i] f = %f d = %f\n",_note,frequency,duration);
alexliu0812 1:11854f815cc8 426
alexliu0812 1:11854f815cc8 427 // check if the note is not a space and if not then play the note
alexliu0812 1:11854f815cc8 428 if (frequency > 0) {
alexliu0812 1:11854f815cc8 429 tone(frequency,duration);
alexliu0812 1:11854f815cc8 430 }
alexliu0812 1:11854f815cc8 431
alexliu0812 1:11854f815cc8 432 // the timeout goes to the next note in the melody
alexliu0812 1:11854f815cc8 433 // double the duration to leave a bit of a gap in between notes to be better
alexliu0812 1:11854f815cc8 434 // able to distinguish them
alexliu0812 1:11854f815cc8 435 note_timeout->attach(callback(this, &Gamepad::note_timeout_isr), duration*2.0f );
alexliu0812 1:11854f815cc8 436 }
alexliu0812 1:11854f815cc8 437
alexliu0812 1:11854f815cc8 438 // called when the next note needs playing
alexliu0812 1:11854f815cc8 439 void Gamepad::note_timeout_isr()
alexliu0812 1:11854f815cc8 440 {
alexliu0812 1:11854f815cc8 441 _note++; // go onto next note
alexliu0812 1:11854f815cc8 442
alexliu0812 1:11854f815cc8 443 // if in repeat mode then reset the note counter when get to end of melody
alexliu0812 1:11854f815cc8 444 if (_repeat && _note == _melody_length) {
alexliu0812 1:11854f815cc8 445 _note=0;
alexliu0812 1:11854f815cc8 446 }
alexliu0812 1:11854f815cc8 447
alexliu0812 1:11854f815cc8 448 // check if note is within the melody
alexliu0812 1:11854f815cc8 449 if (_note < _melody_length) {
alexliu0812 1:11854f815cc8 450 play_next_note();
alexliu0812 1:11854f815cc8 451 }
alexliu0812 1:11854f815cc8 452 }
alexliu0812 1:11854f815cc8 453
alexliu0812 1:11854f815cc8 454 void Gamepad::ticker_isr()
alexliu0812 1:11854f815cc8 455 {
alexliu0812 1:11854f815cc8 456 dac->write(_sample_array[_sample%_n]); // use modulo to get index to play
alexliu0812 1:11854f815cc8 457 _sample++; // increment the sample ready for next time
alexliu0812 1:11854f815cc8 458 }
alexliu0812 1:11854f815cc8 459
alexliu0812 1:11854f815cc8 460 void Gamepad::timeout_isr()
alexliu0812 1:11854f815cc8 461 {
alexliu0812 1:11854f815cc8 462 // stops the ticker to end the note
alexliu0812 1:11854f815cc8 463 ticker->detach();
alexliu0812 1:11854f815cc8 464 }