9 Commits

Author SHA1 Message Date
141aee7066 update programming script 2021-11-01 19:17:37 +01:00
409e78300d add cli programmer 2021-11-01 18:38:31 +01:00
4c5d68d1ab updated programming files 2021-10-28 11:13:36 +02:00
d364497804 export firmware v2.1 2021-10-26 14:56:22 +02:00
e7f436118f init issue fixed 2021-10-23 12:14:26 +02:00
2e5caea417 feature: blinking LEDS 2021-10-23 12:01:35 +02:00
56c3f749e1 test exceptions (to little memory) 2021-10-23 12:00:47 +02:00
4cc0c33cce update and cleanup chaingame 2021-10-23 12:00:14 +02:00
48a1126a1c rewrite chaingame 2021-10-22 16:31:26 +02:00
14 changed files with 284 additions and 89 deletions

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@@ -1,2 +1,13 @@
#!/bin/bash
/Applications/STMicroelectronics/STM32Cube/STM32_Programmer_CLI -c port=SWD -e all -w /Users/willem/Documents/PROJECTS/Leo-led-truck/manufacturing/programming/firmware20210720_short.bin 0x08000000 -ob RDP=0xBB
TOOLPATH="/Applications/STMicroelectronics/STM32Cube/STM32CubeProgrammer/STM32CubeProgrammer.app/Contents/MacOs/bin"
$TOOLPATH/STM32_Programmer_CLI -c port=SWD -ob RDP=0xAA
status=$?
if [ $status -ne 0 ]; then
echo "Failed to set Optiobytes, EXIT!"
exit 1
fi
$TOOLPATH/STM32_Programmer_CLI -c port=SWD -e all -w firmware_v21_20211028.bin 0x08000000 -ob RDP=0xBB

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@@ -0,0 +1,3 @@
#!/bin/bash
/Applications/STMicroelectronics/STM32Cube/STM32_Programmer_CLI -c port=SWD -ob RDP=0xAA
/Applications/STMicroelectronics/STM32Cube/STM32_Programmer_CLI -c port=SWD -e all

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@@ -19,6 +19,9 @@ lib_ldf_mode = deep+
board = nucleo_l031K6
build_flags =
-DHARDWAREVERSION=11
; -fexceptions
; build_unflags =
; -fno-exceptions
; [env:LedBoardV10]
; board = STM32L031K6

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@@ -16,55 +16,118 @@ void c_chaingame::nextPattern(void)
void c_chaingame::runGame(void)
{
if (!patternFlag && !cheatButtonFlag)
switch (state)
{
if (buttonIsPressed(ledpattern[patternIndex]))
case cg_reset:
{
// clear all vars
turnOnAllLed();
cheatbutton = 0;
playNextTimer = 0;
patternIndex = 0;
state = cg_idle;
}
break;
case cg_idle:
{
updateCheatButton();
turnOffAllLed();
// wait for button
if (buttonIsPressed(ledpattern[patternIndex]) && (cheatbutton == 0))
{
//pattern button pressed, turn on LED, set flag
turnOnLed(ledpattern[patternIndex]);
patternFlag = true;
cheatbutton = 0;
state = cg_play;
}
// -> cg_cheat
else if (buttonIsPressed(cheatbutton))
{
// cheatbutton pressed, turn on cheat led, set flag
turnOnLed(cheatbutton);
cheatButtonFlag = true;
}
else if (anybutton())
{
// if any other button is pressed, clear cheat button
//cheatbutton = 0;
state = cg_cheat;
}
}
if (!buttonIsPressed(ledpattern[patternIndex]))
break;
case cg_play:
{
// pattern switch is open, turn off pattern LED
turnOffLed(ledpattern[patternIndex]);
}
if (!buttonIsPressed(cheatbutton) && cheatButtonFlag)
{
// cheat switch is open, turn of cheat LED
turnOffLed(cheatbutton);
cheatButtonFlag = false;
cheatbutton = 0;
}
if (!anybutton())
{
//all switches are open, turn off all LEDs
turnOffAllLed();
if (patternFlag)
// enable pattern LED and wait for all switches OFF
if (buttonIsPressed(ledpattern[patternIndex]))
{
// pattern LED was triggerd, reset flag, move to next pattern
patternFlag = false;
turnOnLed(ledpattern[patternIndex]);
}
else
{
turnOffLed(ledpattern[patternIndex]);
}
if (!anybutton())
{
// -> cg_play_next
turnOffAllLed();
playNextTimer = millis();
state = cg_play_next;
}
}
break;
case cg_play_next:
{
uint32_t timeNow = millis();
if (anybutton())
{
// switched on again, return to cg_play state
state = cg_play;
}
if (timeNow - playNextTimer > PLAYNEXTTIMEOUT)
{
// increase patterm counter after 3sec timeout -> cg_idle
nextPattern();
state = cg_idle;
}
}
break;
case cg_cheat:
{
// enable CHEAT LED on
if (buttonIsPressed(cheatbutton))
{
turnOnLed(cheatbutton);
}
else
{
turnOffLed(cheatbutton);
}
if (!anybutton())
{
turnOffAllLed();
playNextTimer = millis();
state = cg_cheat_next;
}
// wait for all switches off
// -> cg_idle
}
break;
case cg_cheat_next:
{
uint32_t timeNow = millis();
if (anybutton())
{
// switched on again, return to cg_play state
state = cg_cheat;
}
if (timeNow - playNextTimer > PLAYNEXTTIMEOUT)
{
// increase patterm counter after 3sec timeout -> cg_idle
cheatbutton = 0;
state = cg_idle;
}
}
break;
default:
{
state = cg_reset;
}
}
}
//check cheatbuttons
void c_chaingame::updateCheatButton(void)
{
// check cheatbuttons
if (buttonIsPressed(4) && (cheatbutton == 0))
{
// cheatbutton 4 (momentary 1) was closed, set cheatbutton to 1
@@ -81,12 +144,13 @@ void c_chaingame::runGame(void)
cheatbutton = 3;
}
}
bool c_chaingame::initGame(void)
{
patternIndex = 0;
patternFlag = false;
cheatbutton = 0;
cheatButtonFlag = false;
// patternFlag = false;
// cheatbutton = 0;
// cheatButtonFlag = false;
state = cg_reset;
return true;
}
void c_chaingame::resetGame(void)

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@@ -5,20 +5,35 @@
#include "buttons.h"
#include "game.h"
#define PLAYNEXTTIMEOUT 1500 // 3sec * 1000ms
typedef enum
{
cg_idle,
cg_play,
cg_play_next,
cg_cheat,
cg_cheat_next,
cg_reset
} cg_states;
class c_chaingame : public c_game
{
private:
uint8_t patternIndex;
bool patternFlag = false;
//bool patternFlag = false;
uint16_t cheatbutton = 0;
bool cheatButtonFlag = false;
//bool cheatButtonFlag = false;
uint16_t ledpattern[4] = {1, 3, 1, 2};
int patternlength = sizeof(ledpattern) / sizeof(ledpattern[0]);
cg_states state = cg_reset;
uint32_t playNextTimer=0;
void nextPattern(void);
void updateCheatButton(void);
public:
c_chaingame(e_ledcolor gamecolor): c_game{chaingame, gamecolor} {}
c_chaingame(e_ledcolor gamecolor) : c_game{chaingame, gamecolor} {}
void runGame(void);
bool initGame(void);
void resetGame(void);
@@ -27,5 +42,4 @@ public:
// void HandleChainGame( bool newstate );
// void ResetChainGame(void);
#endif //CHAINGAMEH
#endif // CHAINGAMEH

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@@ -4,26 +4,37 @@
#include "simpleled.h"
#include "magicSwitchBoard.h"
#include "chainGame.h"
#include "detectled.h"
//#include "detectled.h"
std::vector<c_game *> gameslist;
uint64_t GameSelectTimer = 0;
e_state currentState = state_init;
bool gamesConstructed = false;
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);
// c_game *game_detectled = new c_detectled(NONE);
void setGameState(e_state newstate);
void constructGames(void);
void initGames(void)
{
gameslist.clear();
gameslist.push_back(game_simpleled);
gameslist.push_back(game_magicswitchboard);
gameslist.push_back(game_chaingame);
gameslist.push_back(game_detectled);
constructGames();
setGameState(state_init);
}
activateGame(simpleled);
void constructGames(void)
{
if (!gamesConstructed)
{
gameslist.clear();
gameslist.push_back(game_simpleled);
gameslist.push_back(game_magicswitchboard);
gameslist.push_back(game_chaingame);
gamesConstructed = true;
}
}
c_game *getGame(e_game game)
@@ -135,14 +146,14 @@ void HandleGameSelectTimeout(void)
// yellow && red && green all on
if (allButtons())
{
//all buttons pressed, wait for next game
// all buttons pressed, wait for next game
if (!GameSelectTimer)
{
GameSelectTimer = currentmillis;
}
else
{
//check timeout
// check timeout
if (currentmillis - GameSelectTimer > GAMESELECTTIMEOUT)
{
currentState = state_idle;
@@ -152,7 +163,7 @@ void HandleGameSelectTimeout(void)
}
else
{
//no gameselect sequence initiated
// no gameselect sequence initiated
GameSelectTimer = currentmillis;
}
}
@@ -160,29 +171,36 @@ void HandleGameSelectTimeout(void)
void HandleGameIdle(void)
{
e_game nextGame = none;
if(!gamesConstructed)
{
initGames();
}
for (auto &&thisgame : gameslist)
{
if (onlyButton(thisgame->getGameColor()) && (nextGame == none))
{
//prepare for next game
// prepare for next game
nextGame = thisgame->getIndex();
turnOffLed(thisgame->getGameColor());
turnOnLed(thisgame->getGameColor());
break;
}
}
//wait for all buttons to be switched off
// wait for all buttons to be switched off
if (!anybutton())
{
activateGame(nextGame);
currentState = state_play;
if (nextGame != none)
{
activateGame(nextGame);
setGameState(state_play);
}
}
}
void setGameState(e_state newstate)
{
currentState = state_play;
currentState = newstate;
}
e_state getCurrentState(void)
@@ -196,6 +214,24 @@ void handleGames(void)
switch (getCurrentState())
{
case state_init:
{
disableAllGames();
setGameState(state_init);
GameSelectTimer = 0;
if (anybutton())
{
setGameState(state_idle);
}
else
{
activateGame(simpleled);
setGameState(state_play);
}
}
break;
case state_idle:
{
HandleGameIdle();
@@ -207,32 +243,9 @@ void handleGames(void)
runGames();
}
break;
case state_init:
default:
{
//delay(1000);
turnOffAllLed();
activateGame(simpleled);
for (auto &&thisgame : gameslist)
{
if (onlyButton(thisgame->getGameColor()))
{
//prepare for next game
activateGame(thisgame->getIndex());
turnOnLed(thisgame->getGameColor());
break;
}
}
//wait for all buttons idle
while (anybutton())
{
}
turnOffAllLed();
setGameState(state_play);
currentState = state_init;
}
break;
}
}

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@@ -48,12 +48,15 @@ public:
e_ledcolor getGameColor(void) { return _gamecolor; }
};
e_game getActiveGame(void);
c_game *getGame(e_game game, e_ledcolor gamecolor);
void runGame(e_game game);
void runGames(void);
void activateGame(e_game nextgame);
void disableAllGames(void);
void initGames(void);
void handleGames();
#endif //GAMEH

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@@ -71,6 +71,78 @@ void setAllLeds( bool state)
}
}
uint32_t lasttime = 0;
bool laststate = false;
void blinkAllLeds(void)
{
uint32_t timeNow = millis();
if(timeNow - lasttime > BLINKINTERVAL)
{
if(laststate)
{
turnOnAllLed();
laststate = false;
}
else
{
turnOffAllLed();
laststate = true;
}
lasttime = timeNow;
}
}
void blinkLed(e_ledcolor blinkled)
{
uint32_t timeNow = millis();
if(timeNow - lasttime > BLINKINTERVAL)
{
if(laststate)
{
turnOnLed(blinkled);
laststate = false;
}
else
{
turnOffLed(blinkled);
laststate = true;
}
lasttime = timeNow;
}
}
//e_ledcolor lastLed = e_ledcolor::YELLOW;
// void runningLeds(void)
// {
// uint32_t timeNow = millis();
// if(timeNow - lasttime > BLINKINTERVAL)
// {
// switch (lastLed)
// {
// case e_ledcolor::YELLOW:
// turnOffAllLed();
// turnOnLed(YELLOW);
// lastLed = e_ledcolor::RED;
// break;
// case e_ledcolor::RED:
// turnOffAllLed();
// turnOnLed(RED);
// lastLed = e_ledcolor::GREEN;
// break;
// case e_ledcolor::GREEN:
// turnOffAllLed();
// turnOnLed(GREEN);
// lastLed = e_ledcolor::YELLOW;
// break;
// default:
// break;
// }
// lasttime = timeNow;
// }
// }
//#############################################
//# leds functions #
//#############################################

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@@ -5,6 +5,8 @@
#include "vector"
#include "board.h"
#define BLINKINTERVAL 200
enum e_ledcolor
{
YELLOW,
@@ -97,6 +99,8 @@ void turnOnLed(uint16_t index);
void turnOffAllLed(void);
void turnOnAllLed(void);
void setAllLeds( bool state);
void blinkAllLeds(void);
void blinkLed(e_ledcolor blinkled);
#endif //LEDH

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@@ -150,7 +150,7 @@ void handlePowerState(void)
{
if (!buttonread)
{
powerstate = on;
powerstate = powerinit;
powerOn();
turnOffAllLed();
delay(200);
@@ -164,6 +164,12 @@ void handlePowerState(void)
}
}
break;
case powerinit:
{
initGames();
powerstate = on;
}
break;
case on:
{
if (buttonPower.pressedFor(100))

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@@ -3,6 +3,7 @@
#include "led.h"
#include "buttons.h"
#include "board.h"
#include "game.h"
#ifdef BTN_PWR
#include "JC_Button.h"
@@ -21,6 +22,7 @@ typedef enum
off,
poweringOn,
poweringOn2,
powerinit,
on,
poweringOff,
poweringOff2,