All there but errors need fixing

Dependencies:   mbed

Committer:
el18rs
Date:
Sun May 31 17:35:30 2020 +0000
Revision:
5:53e021832adc
Parent:
1:35dba0833c7d
changes made

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el18rs 1:35dba0833c7d 1 #include "Gamepad.h"
el18rs 1:35dba0833c7d 2
el18rs 1:35dba0833c7d 3 #include "mbed.h"
el18rs 1:35dba0833c7d 4
el18rs 1:35dba0833c7d 5 //////////// constructor/destructor ////////////
el18rs 1:35dba0833c7d 6 Gamepad::Gamepad()
el18rs 1:35dba0833c7d 7 :
el18rs 1:35dba0833c7d 8 _led1(new PwmOut(PTA2)),
el18rs 1:35dba0833c7d 9 _led2(new PwmOut(PTC2)),
el18rs 1:35dba0833c7d 10 _led3(new PwmOut(PTC3)),
el18rs 1:35dba0833c7d 11 _led4(new PwmOut(PTA1)),
el18rs 1:35dba0833c7d 12 _led5(new PwmOut(PTC10)),
el18rs 1:35dba0833c7d 13 _led6(new PwmOut(PTC11)),
el18rs 1:35dba0833c7d 14
el18rs 1:35dba0833c7d 15 _button_A(new InterruptIn(PTC7)),
el18rs 1:35dba0833c7d 16 _button_B(new InterruptIn(PTC9)),
el18rs 1:35dba0833c7d 17 _button_X(new InterruptIn(PTC5)),
el18rs 1:35dba0833c7d 18 _button_Y(new InterruptIn(PTC0)),
el18rs 1:35dba0833c7d 19 _button_start(new InterruptIn(PTC8)),
el18rs 1:35dba0833c7d 20
el18rs 1:35dba0833c7d 21 _vert(new AnalogIn(PTB11)),
el18rs 1:35dba0833c7d 22 _horiz(new AnalogIn(PTB10)),
el18rs 1:35dba0833c7d 23
el18rs 1:35dba0833c7d 24 _pot1(new AnalogIn(PTB2)),
el18rs 1:35dba0833c7d 25 _pot2(new AnalogIn(PTB3)),
el18rs 1:35dba0833c7d 26
el18rs 1:35dba0833c7d 27 dac(new AnalogOut(DAC0_OUT)),
el18rs 1:35dba0833c7d 28 ticker(new Ticker),
el18rs 1:35dba0833c7d 29 timeout(new Timeout),
el18rs 1:35dba0833c7d 30 note_timeout(new Timeout),
el18rs 1:35dba0833c7d 31
el18rs 1:35dba0833c7d 32 _x0(0),
el18rs 1:35dba0833c7d 33 _y0(0)
el18rs 1:35dba0833c7d 34 {}
el18rs 1:35dba0833c7d 35
el18rs 1:35dba0833c7d 36
el18rs 1:35dba0833c7d 37 ///////////////// public methods /////////////////
el18rs 1:35dba0833c7d 38
el18rs 1:35dba0833c7d 39 void Gamepad::init()
el18rs 1:35dba0833c7d 40 {
el18rs 1:35dba0833c7d 41 leds_off();
el18rs 1:35dba0833c7d 42
el18rs 1:35dba0833c7d 43 // read centred values of joystick
el18rs 1:35dba0833c7d 44 _x0 = _horiz->read();
el18rs 1:35dba0833c7d 45 _y0 = _vert->read();
el18rs 1:35dba0833c7d 46
el18rs 1:35dba0833c7d 47 // Set all buttons to PullUp
el18rs 1:35dba0833c7d 48 _button_A->mode(PullUp);
el18rs 1:35dba0833c7d 49 _button_B->mode(PullUp);
el18rs 1:35dba0833c7d 50 _button_X->mode(PullUp);
el18rs 1:35dba0833c7d 51 _button_Y->mode(PullUp);
el18rs 1:35dba0833c7d 52 _button_start->mode(PullUp);
el18rs 1:35dba0833c7d 53
el18rs 1:35dba0833c7d 54 // Set up interrupts for the fall of buttons
el18rs 1:35dba0833c7d 55 _button_A->fall(callback(this,&Gamepad::A_fall_interrupt));
el18rs 1:35dba0833c7d 56 _button_B->fall(callback(this,&Gamepad::B_fall_interrupt));
el18rs 1:35dba0833c7d 57 _button_X->fall(callback(this,&Gamepad::X_fall_interrupt));
el18rs 1:35dba0833c7d 58 _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt));
el18rs 1:35dba0833c7d 59 _button_start->fall(callback(this,&Gamepad::start_fall_interrupt));
el18rs 1:35dba0833c7d 60
el18rs 1:35dba0833c7d 61 // initalise button flags
el18rs 1:35dba0833c7d 62 reset_buttons();
el18rs 1:35dba0833c7d 63
el18rs 1:35dba0833c7d 64 // number of samples
el18rs 1:35dba0833c7d 65 _n = 16;
el18rs 1:35dba0833c7d 66 _sample_array = new float[_n];
el18rs 1:35dba0833c7d 67
el18rs 1:35dba0833c7d 68 // create sample array for one period between 0.0 and 1.0
el18rs 1:35dba0833c7d 69 for (int i = 0; i < _n ; i++) {
el18rs 1:35dba0833c7d 70 _sample_array[i] = 0.5f + 0.5f*sin(i*2*PI/_n);
el18rs 1:35dba0833c7d 71 //printf("y[%i] = %f\n",i,_sample_array[i]);
el18rs 1:35dba0833c7d 72 }
el18rs 1:35dba0833c7d 73
el18rs 1:35dba0833c7d 74 }
el18rs 1:35dba0833c7d 75
el18rs 1:35dba0833c7d 76 void Gamepad::leds_off()
el18rs 1:35dba0833c7d 77 {
el18rs 1:35dba0833c7d 78 leds(0.0);
el18rs 1:35dba0833c7d 79 }
el18rs 1:35dba0833c7d 80
el18rs 1:35dba0833c7d 81 void Gamepad::leds_on()
el18rs 1:35dba0833c7d 82 {
el18rs 1:35dba0833c7d 83 leds(1.0);
el18rs 1:35dba0833c7d 84 }
el18rs 1:35dba0833c7d 85
el18rs 1:35dba0833c7d 86 void Gamepad::leds(float val) const
el18rs 1:35dba0833c7d 87 {
el18rs 1:35dba0833c7d 88 if (val < 0.0f) {
el18rs 1:35dba0833c7d 89 val = 0.0f;
el18rs 1:35dba0833c7d 90 }
el18rs 1:35dba0833c7d 91 if (val > 1.0f) {
el18rs 1:35dba0833c7d 92 val = 1.0f;
el18rs 1:35dba0833c7d 93 }
el18rs 1:35dba0833c7d 94
el18rs 1:35dba0833c7d 95 // leds are active-low, so subtract from 1.0
el18rs 1:35dba0833c7d 96 // 0.0 corresponds to fully-off, 1.0 to fully-on
el18rs 1:35dba0833c7d 97 val = 1.0f - val;
el18rs 1:35dba0833c7d 98
el18rs 1:35dba0833c7d 99 _led1->write(val);
el18rs 1:35dba0833c7d 100 _led2->write(val);
el18rs 1:35dba0833c7d 101 _led3->write(val);
el18rs 1:35dba0833c7d 102 _led4->write(val);
el18rs 1:35dba0833c7d 103 _led5->write(val);
el18rs 1:35dba0833c7d 104 _led6->write(val);
el18rs 1:35dba0833c7d 105 }
el18rs 1:35dba0833c7d 106
el18rs 1:35dba0833c7d 107 void Gamepad::led(int n,float val) const
el18rs 1:35dba0833c7d 108 {
el18rs 1:35dba0833c7d 109 // ensure they are within valid range
el18rs 1:35dba0833c7d 110 if (val < 0.0f) {
el18rs 1:35dba0833c7d 111 val = 0.0f;
el18rs 1:35dba0833c7d 112 }
el18rs 1:35dba0833c7d 113 if (val > 1.0f) {
el18rs 1:35dba0833c7d 114 val = 1.0f;
el18rs 1:35dba0833c7d 115 }
el18rs 1:35dba0833c7d 116
el18rs 1:35dba0833c7d 117 switch (n) {
el18rs 1:35dba0833c7d 118
el18rs 1:35dba0833c7d 119 // check for valid LED number and set value
el18rs 1:35dba0833c7d 120
el18rs 1:35dba0833c7d 121 case 1:
el18rs 1:35dba0833c7d 122 _led1->write(1.0f-val); // active-low so subtract from 1
el18rs 1:35dba0833c7d 123 break;
el18rs 1:35dba0833c7d 124 case 2:
el18rs 1:35dba0833c7d 125 _led2->write(1.0f-val); // active-low so subtract from 1
el18rs 1:35dba0833c7d 126 break;
el18rs 1:35dba0833c7d 127 case 3:
el18rs 1:35dba0833c7d 128 _led3->write(1.0f-val); // active-low so subtract from 1
el18rs 1:35dba0833c7d 129 break;
el18rs 1:35dba0833c7d 130 case 4:
el18rs 1:35dba0833c7d 131 _led4->write(1.0f-val); // active-low so subtract from 1
el18rs 1:35dba0833c7d 132 break;
el18rs 1:35dba0833c7d 133 case 5:
el18rs 1:35dba0833c7d 134 _led5->write(1.0f-val); // active-low so subtract from 1
el18rs 1:35dba0833c7d 135 break;
el18rs 1:35dba0833c7d 136 case 6:
el18rs 1:35dba0833c7d 137 _led6->write(1.0f-val); // active-low so subtract from 1
el18rs 1:35dba0833c7d 138 break;
el18rs 1:35dba0833c7d 139
el18rs 1:35dba0833c7d 140 }
el18rs 1:35dba0833c7d 141 }
el18rs 1:35dba0833c7d 142
el18rs 1:35dba0833c7d 143 float Gamepad::read_pot1() const
el18rs 1:35dba0833c7d 144 {
el18rs 1:35dba0833c7d 145 return _pot1->read();
el18rs 1:35dba0833c7d 146 }
el18rs 1:35dba0833c7d 147
el18rs 1:35dba0833c7d 148 float Gamepad::read_pot2() const
el18rs 1:35dba0833c7d 149 {
el18rs 1:35dba0833c7d 150 return _pot2->read();
el18rs 1:35dba0833c7d 151 }
el18rs 1:35dba0833c7d 152
el18rs 1:35dba0833c7d 153
el18rs 1:35dba0833c7d 154 // this method gets the magnitude of the joystick movement
el18rs 1:35dba0833c7d 155 float Gamepad::get_mag()
el18rs 1:35dba0833c7d 156 {
el18rs 1:35dba0833c7d 157 Polar p = get_polar();
el18rs 1:35dba0833c7d 158 return p.mag;
el18rs 1:35dba0833c7d 159 }
el18rs 1:35dba0833c7d 160
el18rs 1:35dba0833c7d 161 // this method gets the angle of joystick movement (0 to 360, 0 North)
el18rs 1:35dba0833c7d 162 float Gamepad::get_angle()
el18rs 1:35dba0833c7d 163 {
el18rs 1:35dba0833c7d 164 Polar p = get_polar();
el18rs 1:35dba0833c7d 165 return p.angle;
el18rs 1:35dba0833c7d 166 }
el18rs 1:35dba0833c7d 167
el18rs 1:35dba0833c7d 168 Direction Gamepad::get_direction()
el18rs 1:35dba0833c7d 169 {
el18rs 1:35dba0833c7d 170 float angle = get_angle(); // 0 to 360, -1 for centred
el18rs 1:35dba0833c7d 171
el18rs 1:35dba0833c7d 172 Direction d;
el18rs 1:35dba0833c7d 173 // partition 360 into segments and check which segment the angle is in
el18rs 1:35dba0833c7d 174 if (angle < 0.0f) {
el18rs 1:35dba0833c7d 175 d = CENTRE; // check for -1.0 angle
el18rs 1:35dba0833c7d 176 } else if (angle < 22.5f) { // then keep going in 45 degree increments
el18rs 1:35dba0833c7d 177 d = N;
el18rs 1:35dba0833c7d 178 } else if (angle < 67.5f) {
el18rs 1:35dba0833c7d 179 d = NE;
el18rs 1:35dba0833c7d 180 } else if (angle < 112.5f) {
el18rs 1:35dba0833c7d 181 d = E;
el18rs 1:35dba0833c7d 182 } else if (angle < 157.5f) {
el18rs 1:35dba0833c7d 183 d = SE;
el18rs 1:35dba0833c7d 184 } else if (angle < 202.5f) {
el18rs 1:35dba0833c7d 185 d = S;
el18rs 1:35dba0833c7d 186 } else if (angle < 247.5f) {
el18rs 1:35dba0833c7d 187 d = SW;
el18rs 1:35dba0833c7d 188 } else if (angle < 292.5f) {
el18rs 1:35dba0833c7d 189 d = W;
el18rs 1:35dba0833c7d 190 } else if (angle < 337.5f) {
el18rs 1:35dba0833c7d 191 d = NW;
el18rs 1:35dba0833c7d 192 } else {
el18rs 1:35dba0833c7d 193 d = N;
el18rs 1:35dba0833c7d 194 }
el18rs 1:35dba0833c7d 195
el18rs 1:35dba0833c7d 196 return d;
el18rs 1:35dba0833c7d 197 }
el18rs 1:35dba0833c7d 198
el18rs 1:35dba0833c7d 199 void Gamepad::reset_buttons()
el18rs 1:35dba0833c7d 200 {
el18rs 1:35dba0833c7d 201 A_fall = B_fall = X_fall = Y_fall = start_fall = false;
el18rs 1:35dba0833c7d 202 }
el18rs 1:35dba0833c7d 203
el18rs 1:35dba0833c7d 204 bool Gamepad::A_pressed()
el18rs 1:35dba0833c7d 205 {
el18rs 1:35dba0833c7d 206 if (A_fall) {
el18rs 1:35dba0833c7d 207 A_fall = false;
el18rs 1:35dba0833c7d 208 return true;
el18rs 1:35dba0833c7d 209 } else {
el18rs 1:35dba0833c7d 210 return false;
el18rs 1:35dba0833c7d 211 }
el18rs 1:35dba0833c7d 212 }
el18rs 1:35dba0833c7d 213
el18rs 1:35dba0833c7d 214 bool Gamepad::B_pressed()
el18rs 1:35dba0833c7d 215 {
el18rs 1:35dba0833c7d 216 if (B_fall) {
el18rs 1:35dba0833c7d 217 B_fall = false;
el18rs 1:35dba0833c7d 218 return true;
el18rs 1:35dba0833c7d 219 } else {
el18rs 1:35dba0833c7d 220 return false;
el18rs 1:35dba0833c7d 221 }
el18rs 1:35dba0833c7d 222 }
el18rs 1:35dba0833c7d 223
el18rs 1:35dba0833c7d 224 bool Gamepad::X_pressed()
el18rs 1:35dba0833c7d 225 {
el18rs 1:35dba0833c7d 226 if (X_fall) {
el18rs 1:35dba0833c7d 227 X_fall = false;
el18rs 1:35dba0833c7d 228 return true;
el18rs 1:35dba0833c7d 229 } else {
el18rs 1:35dba0833c7d 230 return false;
el18rs 1:35dba0833c7d 231 }
el18rs 1:35dba0833c7d 232 }
el18rs 1:35dba0833c7d 233
el18rs 1:35dba0833c7d 234 bool Gamepad::Y_pressed()
el18rs 1:35dba0833c7d 235 {
el18rs 1:35dba0833c7d 236 if (Y_fall) {
el18rs 1:35dba0833c7d 237 Y_fall = false;
el18rs 1:35dba0833c7d 238 return true;
el18rs 1:35dba0833c7d 239 } else {
el18rs 1:35dba0833c7d 240 return false;
el18rs 1:35dba0833c7d 241 }
el18rs 1:35dba0833c7d 242 }
el18rs 1:35dba0833c7d 243
el18rs 1:35dba0833c7d 244 bool Gamepad::start_pressed()
el18rs 1:35dba0833c7d 245 {
el18rs 1:35dba0833c7d 246 if (start_fall) {
el18rs 1:35dba0833c7d 247 start_fall = false;
el18rs 1:35dba0833c7d 248 return true;
el18rs 1:35dba0833c7d 249 } else {
el18rs 1:35dba0833c7d 250 return false;
el18rs 1:35dba0833c7d 251 }
el18rs 1:35dba0833c7d 252 }
el18rs 1:35dba0833c7d 253
el18rs 1:35dba0833c7d 254 bool Gamepad::A_held()
el18rs 1:35dba0833c7d 255 {
el18rs 1:35dba0833c7d 256 // Buttons are configured as PullUp hence the not
el18rs 1:35dba0833c7d 257 return !_button_A->read();
el18rs 1:35dba0833c7d 258 }
el18rs 1:35dba0833c7d 259
el18rs 1:35dba0833c7d 260 bool Gamepad::B_held()
el18rs 1:35dba0833c7d 261 {
el18rs 1:35dba0833c7d 262 return !_button_B->read();
el18rs 1:35dba0833c7d 263 }
el18rs 1:35dba0833c7d 264
el18rs 1:35dba0833c7d 265 bool Gamepad::X_held()
el18rs 1:35dba0833c7d 266 {
el18rs 1:35dba0833c7d 267 return !_button_X->read();
el18rs 1:35dba0833c7d 268 }
el18rs 1:35dba0833c7d 269
el18rs 1:35dba0833c7d 270 bool Gamepad::Y_held()
el18rs 1:35dba0833c7d 271 {
el18rs 1:35dba0833c7d 272 return !_button_Y->read();
el18rs 1:35dba0833c7d 273 }
el18rs 1:35dba0833c7d 274
el18rs 1:35dba0833c7d 275 bool Gamepad::start_held()
el18rs 1:35dba0833c7d 276 {
el18rs 1:35dba0833c7d 277 return !_button_start->read();
el18rs 1:35dba0833c7d 278 }
el18rs 1:35dba0833c7d 279
el18rs 1:35dba0833c7d 280 ///////////////////// private methods ////////////////////////
el18rs 1:35dba0833c7d 281
el18rs 1:35dba0833c7d 282 // get raw joystick coordinate in range -1 to 1
el18rs 1:35dba0833c7d 283 // Direction (x,y)
el18rs 1:35dba0833c7d 284 // North (0,1)
el18rs 1:35dba0833c7d 285 // East (1,0)
el18rs 1:35dba0833c7d 286 // South (0,-1)
el18rs 1:35dba0833c7d 287 // West (-1,0)
el18rs 1:35dba0833c7d 288 Vector2D Gamepad::get_coord()
el18rs 1:35dba0833c7d 289 {
el18rs 1:35dba0833c7d 290 // read() returns value in range 0.0 to 1.0 so is scaled and centre value
el18rs 1:35dba0833c7d 291 // substracted to get values in the range -1.0 to 1.0
el18rs 1:35dba0833c7d 292 float x = 2.0f*( _horiz->read() - _x0 );
el18rs 1:35dba0833c7d 293 float y = 2.0f*( _vert->read() - _y0 );
el18rs 1:35dba0833c7d 294
el18rs 1:35dba0833c7d 295 // Note: the y value here is inverted to ensure the positive y is up
el18rs 1:35dba0833c7d 296
el18rs 1:35dba0833c7d 297 Vector2D coord = {x,-y};
el18rs 1:35dba0833c7d 298 return coord;
el18rs 1:35dba0833c7d 299 }
el18rs 1:35dba0833c7d 300
el18rs 1:35dba0833c7d 301 // This maps the raw x,y coord onto a circular grid.
el18rs 1:35dba0833c7d 302 // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
el18rs 1:35dba0833c7d 303 Vector2D Gamepad::get_mapped_coord()
el18rs 1:35dba0833c7d 304 {
el18rs 1:35dba0833c7d 305 Vector2D coord = get_coord();
el18rs 1:35dba0833c7d 306
el18rs 1:35dba0833c7d 307 // do the transformation
el18rs 1:35dba0833c7d 308 float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
el18rs 1:35dba0833c7d 309 float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
el18rs 1:35dba0833c7d 310
el18rs 1:35dba0833c7d 311 Vector2D mapped_coord = {x,y};
el18rs 1:35dba0833c7d 312 return mapped_coord;
el18rs 1:35dba0833c7d 313 }
el18rs 1:35dba0833c7d 314
el18rs 1:35dba0833c7d 315 // this function converts the mapped coordinates into polar form
el18rs 1:35dba0833c7d 316 Polar Gamepad::get_polar()
el18rs 1:35dba0833c7d 317 {
el18rs 1:35dba0833c7d 318 // get the mapped coordinate
el18rs 1:35dba0833c7d 319 Vector2D coord = get_mapped_coord();
el18rs 1:35dba0833c7d 320
el18rs 1:35dba0833c7d 321 // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
el18rs 1:35dba0833c7d 322 // We want 0 degrees to correspond to North and increase clockwise to 359
el18rs 1:35dba0833c7d 323 // like a compass heading, so we need to swap the axis and invert y
el18rs 1:35dba0833c7d 324 float x = coord.y;
el18rs 1:35dba0833c7d 325 float y = coord.x;
el18rs 1:35dba0833c7d 326
el18rs 1:35dba0833c7d 327 float mag = sqrt(x*x+y*y); // pythagoras
el18rs 1:35dba0833c7d 328 float angle = RAD2DEG*atan2(y,x);
el18rs 1:35dba0833c7d 329 // angle will be in range -180 to 180, so add 360 to negative angles to
el18rs 1:35dba0833c7d 330 // move to 0 to 360 range
el18rs 1:35dba0833c7d 331 if (angle < 0.0f) {
el18rs 1:35dba0833c7d 332 angle+=360.0f;
el18rs 1:35dba0833c7d 333 }
el18rs 1:35dba0833c7d 334
el18rs 1:35dba0833c7d 335 // the noise on the ADC causes the values of x and y to fluctuate slightly
el18rs 1:35dba0833c7d 336 // around the centred values. This causes the random angle values to get
el18rs 1:35dba0833c7d 337 // calculated when the joystick is centred and untouched. This is also when
el18rs 1:35dba0833c7d 338 // the magnitude is very small, so we can check for a small magnitude and then
el18rs 1:35dba0833c7d 339 // set the angle to -1. This will inform us when the angle is invalid and the
el18rs 1:35dba0833c7d 340 // joystick is centred
el18rs 1:35dba0833c7d 341
el18rs 1:35dba0833c7d 342 if (mag < TOL) {
el18rs 1:35dba0833c7d 343 mag = 0.0f;
el18rs 1:35dba0833c7d 344 angle = -1.0f;
el18rs 1:35dba0833c7d 345 }
el18rs 1:35dba0833c7d 346
el18rs 1:35dba0833c7d 347 Polar p = {mag,angle};
el18rs 1:35dba0833c7d 348 return p;
el18rs 1:35dba0833c7d 349 }
el18rs 1:35dba0833c7d 350
el18rs 1:35dba0833c7d 351 // ISRs for buttons
el18rs 1:35dba0833c7d 352 void Gamepad::A_fall_interrupt()
el18rs 1:35dba0833c7d 353 {
el18rs 1:35dba0833c7d 354 A_fall = true;
el18rs 1:35dba0833c7d 355 }
el18rs 1:35dba0833c7d 356 void Gamepad::B_fall_interrupt()
el18rs 1:35dba0833c7d 357 {
el18rs 1:35dba0833c7d 358 B_fall = true;
el18rs 1:35dba0833c7d 359 }
el18rs 1:35dba0833c7d 360 void Gamepad::X_fall_interrupt()
el18rs 1:35dba0833c7d 361 {
el18rs 1:35dba0833c7d 362 X_fall = true;
el18rs 1:35dba0833c7d 363 }
el18rs 1:35dba0833c7d 364 void Gamepad::Y_fall_interrupt()
el18rs 1:35dba0833c7d 365 {
el18rs 1:35dba0833c7d 366 Y_fall = true;
el18rs 1:35dba0833c7d 367 }
el18rs 1:35dba0833c7d 368 void Gamepad::start_fall_interrupt()
el18rs 1:35dba0833c7d 369 {
el18rs 1:35dba0833c7d 370 start_fall = true;
el18rs 1:35dba0833c7d 371 }
el18rs 1:35dba0833c7d 372
el18rs 1:35dba0833c7d 373 void Gamepad::set_bpm(float bpm)
el18rs 1:35dba0833c7d 374 {
el18rs 1:35dba0833c7d 375 _bpm = bpm;
el18rs 1:35dba0833c7d 376 }
el18rs 1:35dba0833c7d 377
el18rs 1:35dba0833c7d 378 void Gamepad::tone(float frequency,float duration)
el18rs 1:35dba0833c7d 379 {
el18rs 1:35dba0833c7d 380 // calculate time step between samples
el18rs 1:35dba0833c7d 381 float dt = 1.0f/(frequency*_n);
el18rs 1:35dba0833c7d 382 // start from beginning of LUT
el18rs 1:35dba0833c7d 383 _sample = 0;
el18rs 1:35dba0833c7d 384
el18rs 1:35dba0833c7d 385 // setup ticker and timeout to stop ticker
el18rs 1:35dba0833c7d 386
el18rs 1:35dba0833c7d 387 // the ticker repeats every dt to plat each sample in turn
el18rs 1:35dba0833c7d 388 ticker->attach(callback(this, &Gamepad::ticker_isr), dt);
el18rs 1:35dba0833c7d 389 // the timeout stops the ticker after the required duration
el18rs 1:35dba0833c7d 390 timeout->attach(callback(this, &Gamepad::timeout_isr), duration );
el18rs 1:35dba0833c7d 391 }
el18rs 1:35dba0833c7d 392
el18rs 1:35dba0833c7d 393 void Gamepad::play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat)
el18rs 1:35dba0833c7d 394 {
el18rs 1:35dba0833c7d 395 // copy arguments to member variables
el18rs 1:35dba0833c7d 396 _bpm = bpm;
el18rs 1:35dba0833c7d 397 _notes = notes; // pointer for array
el18rs 1:35dba0833c7d 398 _durations = durations; // pointer for array
el18rs 1:35dba0833c7d 399 _melody_length = length;
el18rs 1:35dba0833c7d 400 _repeat = repeat;
el18rs 1:35dba0833c7d 401
el18rs 1:35dba0833c7d 402 _note = 0; // start from first note
el18rs 1:35dba0833c7d 403
el18rs 1:35dba0833c7d 404 play_next_note(); // play the next note in the melody
el18rs 1:35dba0833c7d 405 }
el18rs 1:35dba0833c7d 406
el18rs 1:35dba0833c7d 407 void Gamepad::write_dac(float val)
el18rs 1:35dba0833c7d 408 {
el18rs 1:35dba0833c7d 409 if (val < 0.0f) {
el18rs 1:35dba0833c7d 410 val = 0.0f;
el18rs 1:35dba0833c7d 411 } else if (val > 1.0f) {
el18rs 1:35dba0833c7d 412 val = 1.0f;
el18rs 1:35dba0833c7d 413 }
el18rs 1:35dba0833c7d 414 dac->write(val);
el18rs 1:35dba0833c7d 415 }
el18rs 1:35dba0833c7d 416
el18rs 1:35dba0833c7d 417
el18rs 1:35dba0833c7d 418 void Gamepad::play_next_note()
el18rs 1:35dba0833c7d 419 {
el18rs 1:35dba0833c7d 420 // _note is the note index to play
el18rs 1:35dba0833c7d 421
el18rs 1:35dba0833c7d 422 // calculate the duration and frequency of the note
el18rs 1:35dba0833c7d 423 float duration = 60.0f/(_bpm*_durations[_note]);
el18rs 1:35dba0833c7d 424 float frequency = float(_notes[_note]);
el18rs 1:35dba0833c7d 425 //printf("[%i] f = %f d = %f\n",_note,frequency,duration);
el18rs 1:35dba0833c7d 426
el18rs 1:35dba0833c7d 427 // check if the note is not a space and if not then play the note
el18rs 1:35dba0833c7d 428 if (frequency > 0) {
el18rs 1:35dba0833c7d 429 tone(frequency,duration);
el18rs 1:35dba0833c7d 430 }
el18rs 1:35dba0833c7d 431
el18rs 1:35dba0833c7d 432 // the timeout goes to the next note in the melody
el18rs 1:35dba0833c7d 433 // double the duration to leave a bit of a gap in between notes to be better
el18rs 1:35dba0833c7d 434 // able to distinguish them
el18rs 1:35dba0833c7d 435 note_timeout->attach(callback(this, &Gamepad::note_timeout_isr), duration*2.0f );
el18rs 1:35dba0833c7d 436 }
el18rs 1:35dba0833c7d 437
el18rs 1:35dba0833c7d 438 // called when the next note needs playing
el18rs 1:35dba0833c7d 439 void Gamepad::note_timeout_isr()
el18rs 1:35dba0833c7d 440 {
el18rs 1:35dba0833c7d 441 _note++; // go onto next note
el18rs 1:35dba0833c7d 442
el18rs 1:35dba0833c7d 443 // if in repeat mode then reset the note counter when get to end of melody
el18rs 1:35dba0833c7d 444 if (_repeat && _note == _melody_length) {
el18rs 1:35dba0833c7d 445 _note=0;
el18rs 1:35dba0833c7d 446 }
el18rs 1:35dba0833c7d 447
el18rs 1:35dba0833c7d 448 // check if note is within the melody
el18rs 1:35dba0833c7d 449 if (_note < _melody_length) {
el18rs 1:35dba0833c7d 450 play_next_note();
el18rs 1:35dba0833c7d 451 }
el18rs 1:35dba0833c7d 452 }
el18rs 1:35dba0833c7d 453
el18rs 1:35dba0833c7d 454 void Gamepad::ticker_isr()
el18rs 1:35dba0833c7d 455 {
el18rs 1:35dba0833c7d 456 dac->write(_sample_array[_sample%_n]); // use modulo to get index to play
el18rs 1:35dba0833c7d 457 _sample++; // increment the sample ready for next time
el18rs 1:35dba0833c7d 458 }
el18rs 1:35dba0833c7d 459
el18rs 1:35dba0833c7d 460 void Gamepad::timeout_isr()
el18rs 1:35dba0833c7d 461 {
el18rs 1:35dba0833c7d 462 // stops the ticker to end the note
el18rs 1:35dba0833c7d 463 ticker->detach();
el18rs 1:35dba0833c7d 464 }