firmware recovery 1.3RC

This commit is contained in:
2021-06-14 08:19:45 +02:00
parent d32deb73b5
commit f4e23386ef
15 changed files with 237 additions and 203 deletions

View File

@@ -2,7 +2,7 @@
#define BOARDH
#define IDLESHUTDOWN 900000 // 15min* 60 sec * 1000ms
#define VBATTMIN 3000
#define VBATTMIN 3200
#define VBATTMAX 4180
#define VBATTREF 3300

View File

@@ -63,11 +63,11 @@ bool anyButtonChanged(void)
bool allButtons(void)
{
for( auto&& thisbutton : buttonlist)
for (auto &&thisbutton : buttonlist)
{
if(thisbutton->getType() == type_switch)
if (thisbutton->getType() == type_switch)
{
if(!thisbutton->isPressed())
if (!thisbutton->isPressed())
{
return false;
}
@@ -151,4 +151,20 @@ c_button *getButton(e_ledcolor color)
std::vector<c_button *> *getButtonlist(void)
{
return &buttonlist;
}
uint8_t buttonPressedCount(void)
{
uint8_t count = 0;
for (auto &&button : buttonlist)
{
if (!button == NULL)
{
if (button->isPressed())
{
count++;
}
}
}
return count;
}

View File

@@ -44,6 +44,7 @@ std::vector<c_button *>* getButtonlist(void);
bool buttonIsPressed(e_ledcolor index);
bool buttonIsPressed(uint16_t index);
bool buttonWasPressed(e_ledcolor index);
uint8_t buttonPressedCount( void );

View File

@@ -2,21 +2,6 @@
#include "chainGame.h"
//uint8_t patternIndex = 0;
//bool patternFlag = false;
//bool firstpattern = false;
// uint16_t cheatbutton = 0;
//bool cheatButtonFlag = false;
// uint16_t ledpattern[4] =
// {
// 1,
// 3,
// 1,
// 2};
// int patternlength = sizeof(ledpattern) / sizeof(ledpattern[0]);
void c_chaingame::nextPattern(void)
{
if (patternIndex < patternlength - 1)
@@ -96,12 +81,13 @@ void c_chaingame::runGame(void)
cheatbutton = 3;
}
}
void c_chaingame::initGame(void)
bool c_chaingame::initGame(void)
{
patternIndex = 0;
patternFlag = false;
cheatbutton = 0;
cheatButtonFlag = false;
return true;
}
void c_chaingame::resetGame(void)
{

View File

@@ -18,9 +18,9 @@ private:
void nextPattern(void);
public:
c_chaingame(): c_game{chaingame} {}
c_chaingame(e_ledcolor gamecolor): c_game{chaingame, gamecolor} {}
void runGame(void);
void initGame(void);
bool initGame(void);
void resetGame(void);
};

View File

@@ -1,37 +1,45 @@
#include "detectled.h"
#define CHANNELS 3
#define SAMPLES 20
extern std::vector<c_button *> buttonlist;
c_leds *ledlist_ptr;
void handleDetectLed(bool newstate)
void c_detectled::runGame(void)
{
for(auto &&button : buttonlist)
//check if buttonlist is a valid pointer
if (buttonlist != NULL)
{
if(button->isPressed())
for (auto &&button : *buttonlist)
{
ledlist_ptr->turnOnLed(button->getColor());
}
else
{
ledlist_ptr->turnOffLed(button->getColor());
if (button->isPressed())
{
ledlist_ptr->turnOnLed(button->getColor());
}
else
{
ledlist_ptr->turnOffLed(button->getColor());
}
}
}
else
{
setStatus(disabled);
}
}
void initDetectLed(void)
bool c_detectled::initGame(void)
{
ledlist_ptr = getledlist();
#ifndef UNIT_TEST
if(ledlist_ptr == NULL)
return false;
buttonlist = getButtonlist();
if(buttonlist == NULL)
return false;
analogReadResolution(10);
#endif
return true;
}
void c_detectled::resetGame(void)
{
initGame();
}

View File

@@ -1,12 +1,19 @@
#ifndef DETECTLEDH
#define DETECTLEDH
#pragma once
#include "game.h"
#include "buttons.h"
#include "board.h"
#include "led.h"
#include "vector"
#include <vector>
void handleDetectLed(bool newstate);
void initDetectLed(void);
class c_detectled : public c_game
{
c_leds *ledlist_ptr;
std::vector<c_button *> *buttonlist;
#endif //DETECTLED
public:
c_detectled(e_ledcolor gamecolor): c_game{detectled, gamecolor} {}
void runGame(void);
bool initGame(void);
void resetGame(void);
};

View File

@@ -4,17 +4,24 @@
#include "simpleled.h"
#include "magicSwitchBoard.h"
#include "chainGame.h"
#include "detectled.h"
std::vector<c_game *> gameslist;
uint64_t GameSelectTimer = 0;
e_state currentState = state_init;
c_game *game_simpleled = new c_simpleLed(YELLOW);
c_game *game_magicswitchboard = new c_magicSwitchBoard(RED);
c_game *game_chaingame = new c_chaingame(GREEN);
c_game *game_detectled = new c_detectled(NONE);
void initGames(void)
{
gameslist.clear();
gameslist.push_back(new c_simpleLed());
gameslist.push_back(new c_magicSwitchBoard());
gameslist.push_back(new c_chaingame());
gameslist.push_back(game_simpleled);
gameslist.push_back(game_magicswitchboard);
gameslist.push_back(game_chaingame);
gameslist.push_back(game_detectled);
activateGame(simpleled);
}
@@ -31,6 +38,18 @@ c_game *getGame(e_game game)
return NULL;
}
c_game *getGame(e_ledcolor gamecolor)
{
for (auto &&thisgame : gameslist)
{
if (thisgame->getGameColor() == gamecolor)
{
return thisgame;
}
}
return NULL;
}
void runGames(void)
{
for (auto &&game : gameslist)
@@ -62,8 +81,14 @@ void runGame(e_game game)
}
if (thisgame->getStatus() == init)
{
thisgame->initGame();
thisgame->setStatus(active);
if (thisgame->initGame())
{
thisgame->setStatus(active);
}
else
{
thisgame->setStatus(init_error);
}
return;
}
}
@@ -88,6 +113,14 @@ void activateGame(e_game nextgame)
}
}
void c_game::setStatus(e_gamestate newstate)
{
if (_status != init_error || newstate == init)
{
_status = newstate;
}
}
void disableAllGames(void)
{
for (auto &&thisgame : gameslist)
@@ -127,28 +160,16 @@ void HandleGameSelectTimeout(void)
void HandleGameIdle(void)
{
e_game nextGame = none;
//yellow button first released
if (onlyButton(YELLOW) && (nextGame == none))
{
//prepare for next game
nextGame = chaingame;
turnOffLed(YELLOW);
}
//red button first released
if (onlyButton(RED) && (nextGame == none))
for (auto &&thisgame : gameslist)
{
//prepare for next game
nextGame = magicswitchboard;
turnOffLed(RED);
}
//green button first released
if (onlyButton(GREEN) && (nextGame == none))
{
//prepare for next game
nextGame = simpleled;
turnOffLed(GREEN);
if (onlyButton(thisgame->getGameColor()) && (nextGame == none))
{
//prepare for next game
nextGame = thisgame->getIndex();
turnOffLed(thisgame->getGameColor());
break;
}
}
//wait for all buttons to be switched off
@@ -164,14 +185,14 @@ void setGameState(e_state newstate)
currentState = state_play;
}
e_state getCurrentState( void )
e_state getCurrentState(void)
{
return currentState;
}
void handleGames( void )
void handleGames(void)
{
HandleGameSelectTimeout();
HandleGameSelectTimeout();
switch (getCurrentState())
{
@@ -189,24 +210,19 @@ HandleGameSelectTimeout();
case state_init:
{
delay(1000);
//delay(1000);
turnOffAllLed();
activateGame(simpleled);
if (buttonIsPressed(GREEN))
for (auto &&thisgame : gameslist)
{
activateGame(chaingame);
turnOnLed(GREEN);
}
if (buttonIsPressed(RED))
{
activateGame(magicswitchboard);
turnOnLed(RED);
}
if (buttonIsPressed(YELLOW))
{
activateGame(simpleled);
turnOnLed(YELLOW);
if (onlyButton(thisgame->getGameColor()))
{
//prepare for next game
activateGame(thisgame->getIndex());
turnOnLed(thisgame->getGameColor());
break;
}
}
//wait for all buttons idle

View File

@@ -1,60 +1,59 @@
#ifndef GAMEH
#define GAMEH
#include "led.h"
#define GAMESELECTTIMEOUT 10000 // 10sec * 1000ms
typedef enum
enum e_game
{
none,
simpleled,
chaingame,
magicswitchboard
} e_game;
magicswitchboard,
detectled
};
typedef enum
enum e_gamestate
{
disabled,
init,
active
} e_gamestate;
active,
init_error
};
typedef enum
enum e_state
{
state_init,
state_idle,
state_play
}e_state;
};
class c_game
{
protected:
const e_game _gameindex;
e_gamestate _status;
const e_ledcolor _gamecolor;
public:
c_game(e_game index) : _gameindex(index) { _status = disabled; }
c_game(e_game index, e_ledcolor gamecolor) : _gameindex(index), _gamecolor(gamecolor) { _status = disabled; }
virtual void runGame(void);
virtual void initGame(void);
virtual bool initGame(void);
virtual void resetGame(void);
e_gamestate getStatus(void) { return _status; }
e_game getIndex(void) { return _gameindex; }
void setStatus(e_gamestate newstate) { _status = newstate; }
void setStatus(e_gamestate newstate);
e_ledcolor getGameColor(void) { return _gamecolor; }
};
c_game *getGame(e_game game);
c_game *getGame(e_game game, e_ledcolor gamecolor);
void runGame(e_game game);
void runGames(void);
void activateGame(e_game nextgame);
void initGames(void);
//void HandleGameSelectTimeout(void);
//void HandleGameIdle( void );
//void setGameState(e_state newstate);
//e_state getCurrentState( void );
void handleGames();
#endif //GAMEH

View File

@@ -1,30 +1,6 @@
#include "magicSwitchBoard.h"
#define CHANNELS 3
#define TIMEOUT 7000 //game timeout
typedef enum
{
wait,
learn,
play
} states;
states state = wait;
uint8_t sequence[CHANNELS] = {0xFF, 0xFF, 0xFF};
const uint8_t buttonIndex[CHANNELS] = {1, 2, 3};
const uint16_t leds[CHANNELS] = {1, 2, 3};
uint64_t lastTime = 0;
uint8_t learnIndex = 0;
void showLeds(void)
void c_magicSwitchBoard::showLeds(void)
{
//loop through the button list
for (int i = 0; i < CHANNELS; i++)
@@ -44,30 +20,16 @@ void showLeds(void)
//check if the position is already programmed
//write sequence led on
turnOnLed(leds[i]);
//digitalWrite(leds[i], 1);
}
else
{
//write sequence led off
turnOffLed(leds[i]);
//digitalWrite(leds[i], 0);
}
}
}
void resetMagicSwitchBoard(void)
{
// state = idle;
// lastTime = 0;
// learnIndex = 0;
// for (int i = 0; i < CHANNELS; i++)
// {
// sequence[i] = 0xff;
// }
// turnOffAllLed();
}
bool CheckTimeOut(void)
bool c_magicSwitchBoard::CheckTimeOut(void)
{
uint64_t currentmillis = millis();
if(!lastTime)
@@ -79,7 +41,7 @@ bool CheckTimeOut(void)
if ((currentmillis - lastTime > TIMEOUT))
{
//handle timeout
resetMagicSwitchBoard();
initGame();
return true;
}
else
@@ -93,7 +55,7 @@ bool CheckTimeOut(void)
return false;
}
void handleLearn(void)
void c_magicSwitchBoard::handleLearn(void)
{
for (int i = 0; i < CHANNELS; i++)
{
@@ -127,7 +89,7 @@ void handleLearn(void)
}
}
void handleIdle(void)
void c_magicSwitchBoard::handleIdle(void)
{
if (anybutton())
{
@@ -171,7 +133,7 @@ void c_magicSwitchBoard::runGame(void)
showLeds();
}
void c_magicSwitchBoard::initGame(void)
bool c_magicSwitchBoard::initGame(void)
{
state = wait;
lastTime = 0;
@@ -181,6 +143,7 @@ void c_magicSwitchBoard::initGame(void)
sequence[i] = 0xff;
}
turnOffAllLed();
return true;
}
void c_magicSwitchBoard::resetGame(void)

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@@ -1,20 +1,34 @@
#ifndef MAGICSWITCHBOARDH
#define MAGICSWITCHBOARDH
#pragma once
#include "buttons.h"
#include "game.h"
#define CHANNELS 3
#define TIMEOUT 7000 //game timeout
class c_magicSwitchBoard : public c_game
{
enum states
{
wait,
learn,
play
};
states state = wait;
uint8_t sequence[CHANNELS] = {0xFF, 0xFF, 0xFF};
const uint8_t buttonIndex[CHANNELS] = {1, 2, 3};
const uint16_t leds[CHANNELS] = {1, 2, 3};
uint64_t lastTime = 0;
uint8_t learnIndex = 0;
void showLeds(void);
bool CheckTimeOut(void);
void handleLearn(void);
void handleIdle(void);
public:
c_magicSwitchBoard(): c_game{magicswitchboard} {}
c_magicSwitchBoard(e_ledcolor gamecolor) : c_game{magicswitchboard, gamecolor} {}
void runGame(void);
void initGame(void);
bool initGame(void);
void resetGame(void);
};
void handleMagicSwitchBoard( bool newstate );
void initMagicSwitchBoard(void);
#endif //MAGICSWITCHBOARDH
};

View File

@@ -9,7 +9,7 @@ Button buttonPower(BTN_PWR, 250UL, 1U, 0);
Battery battery(VBATTMIN, VBATTMAX, VBATTPIN);
#endif
uint64_t delay_timer = 0;
uint64_t measure_timer = 0;
uint64_t powerOnOffDelay = 0;
powerStates powerstate = off;
@@ -18,8 +18,6 @@ void initBattery(void)
#ifdef VBATTPIN
#ifdef MEAS_EN
battery.onDemand(MEAS_EN, LOW);
//pinMode(MEAS_EN, OUTPUT);
//digitalWrite(MEAS_EN, HIGH);
battery.begin(VBATTREF, (R12 + R13) / R13); //R1 = 220K, R2 = 100K, factor = (R1+R2)/R2
#else
@@ -59,17 +57,24 @@ void powerOff(void)
digitalWrite(PW_HOLD, LOW);
}
bool measureBattery(void)
{
uint16_t vbatt = battery.voltage();
if (vbatt < VBATTMIN)
{
return true;
}
return false;
}
bool handleBattery(void)
{
#ifdef VBATTPIN
uint64_t currentmillis = millis();
if (currentmillis - delay_timer > BATTERYMEASUREDELAY)
if (currentmillis - measure_timer > BATTERYMEASUREDELAY)
{
uint32_t vbatt = battery.voltage();
if (vbatt < VBATTMIN)
{
return true;
}
return measureBattery();
measure_timer = currentmillis;
}
#endif
@@ -126,11 +131,11 @@ void handlePowerState(void)
turnOnLed(1);
powerstate = poweringOn2;
}
else if (buttonPower.pressedFor(800))
else if (buttonPower.pressedFor(500))
{
turnOnLed(2);
}
else if (buttonPower.pressedFor(100))
else if (buttonPower.pressedFor(200))
{
turnOnLed(3);
}
@@ -148,10 +153,14 @@ void handlePowerState(void)
powerstate = on;
powerOn();
turnOffAllLed();
delay(500);
delay(200);
batterydisplay();
delay(1000);
delay(500);
turnOffAllLed();
if(measureBattery())
{
powerstate = lowBatt;
}
}
}
break;
@@ -161,14 +170,17 @@ void handlePowerState(void)
{
powerstate = poweringOff;
turnOnAllLed();
break;
}
else if (HandleTimeOut())
if (HandleTimeOut())
{
powerstate = timeOut;
break;
}
else if (handleBattery())
if (handleBattery())
{
powerstate = lowBatt;
break;
}
}
break;
@@ -179,11 +191,11 @@ void handlePowerState(void)
turnOffLed(1);
powerstate = poweringOff2;
}
else if (buttonPower.pressedFor(950))
else if (buttonPower.pressedFor(500))
{
turnOffLed(2);
}
else if (buttonPower.pressedFor(450))
else if (buttonPower.pressedFor(200))
{
turnOffLed(3);
}
@@ -196,7 +208,7 @@ void handlePowerState(void)
break;
case poweringOff2:
{
if(!buttonread)
if (!buttonread)
{
powerstate = off;
}
@@ -224,13 +236,15 @@ void handlePowerState(void)
}
}
uint64_t lasttimeOut = 0;
bool buttonChanged = false;
uint8_t buttonCount = 0;
//handleTimeout
//return true when timed out
bool HandleTimeOut(void)
{
uint64_t currentmillis = millis();
static uint64_t lasttimeOut = 0;
static bool buttonChanged = false;
if (!lasttimeOut)
{
@@ -245,12 +259,18 @@ bool HandleTimeOut(void)
}
else
{
if (buttonChanged != anybutton())
if (buttonPressedCount() != buttonCount)
{
buttonChanged = anybutton();
//game in progress, update timer
buttonCount = buttonPressedCount();
lasttimeOut = currentmillis;
}
// if (buttonChanged != anybutton())
// {
// buttonChanged = anybutton();
// //game in progress, update timer
// lasttimeOut = currentmillis;
// }
}
return false;
}

View File

@@ -13,8 +13,8 @@
#include "Battery.h"
#endif
#define POWERBUTTONDELAY 1500
#define BATTERYMEASUREDELAY 5000
#define POWERBUTTONDELAY 1000
#define BATTERYMEASUREDELAY 60000
typedef enum
{

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@@ -1,11 +1,11 @@
#include "simpleled.h"
extern std::vector<c_button *> buttonlist;
void c_simpleLed::runGame(void)
{
for (auto &&button : buttonlist)
for (auto &&button : *buttonlist)
{
if (button->isPressed())
{
@@ -18,8 +18,14 @@ void c_simpleLed::runGame(void)
}
}
void c_simpleLed::initGame(void)
bool c_simpleLed::initGame(void)
{
buttonlist = getButtonlist();
if(buttonlist == NULL)
{
return false;
}
return true;
//no init required
}

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@@ -1,18 +1,16 @@
#ifndef SIMPLELEDH
#define SIMPLELEDH
#pragma once
#include "led.h"
#include "buttons.h"
#include "vector"
#include "game.h"
class c_simpleLed : public c_game
{
std::vector<c_button *> *buttonlist;
public:
c_simpleLed(): c_game{simpleled} {}
c_simpleLed(e_ledcolor gamecolor): c_game{simpleled, gamecolor} {}
void runGame(void);
void initGame(void);
bool initGame(void);
void resetGame(void);
};
#endif //SIMPLELEDH