Wemos8266RelaysLedDisplay/src/MD_RobotEyes.cpp

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#include "MD_RobotEyes.h"
#include "MD_RobotEyes_Data.h"
// Debugging macros
#define DEBUG 0
#if DEBUG
#define PRINTS(s) { Serial.print(F(s)); }
#define PRINT(s, v) { Serial.print(F(s)); Serial.print(v); }
#define PRINTX(s, v) { Serial.print(F(s)); Serial.print(F("0x")); Serial.print(v, HEX); }
#else
#define PRINTS(s)
#define PRINT(s, v)
#define PRINTX(s, v)
#endif
MD_RobotEyes::MD_RobotEyes(void) :
_nextEmotion(E_NEUTRAL), _animState(S_IDLE),
_autoBlink(true), _timeBlinkMinimum(5000)
{
};
void MD_RobotEyes::loadEye(uint8_t module, uint8_t ch)
{
uint8_t buf[EYE_COL_SIZE];
uint8_t size;
size = _M->getChar(ch, EYE_COL_SIZE, buf);
for (uint8_t i = 0; i < EYE_COL_SIZE; i++)
{
_M->setColumn(module, i, buf[i]);
}
}
void MD_RobotEyes::drawEyes(uint8_t L, uint8_t R)
// Draw the left and right eyes
{
MD_MAX72XX::fontType_t *savedFont = _M->getFont();
_M->control(MD_MAX72XX::UPDATE, MD_MAX72XX::OFF);
_M->setFont(_RobotEyes_Font);
_M->clear(_sd, _sd+1); // clear out display modules
// Load the data and show it
loadEye(_sd+LEFT_MODULE_OFFSET, L);
loadEye(_sd+RIGHT_MODULE_OFFSET, R);
_M->setFont(savedFont);
_M->control(MD_MAX72XX::UPDATE, MD_MAX72XX::ON);
}
#if DEBUG
void MD_RobotEyes::dumpSequence(const animFrame_t* pBuf, uint8_t numElements)
// Debugging routine to display an animation table in PROGMEM
{
for (uint8_t i = 0; i < numElements; i++)
{
animFrame_t f;
//memcpy_P(&f, &pBuf[i], sizeof(animFrame_t));
memcpy(&f, &pBuf[i], sizeof(animFrame_t));
PRINT("\n[", i);
PRINT("]: L:", f.eyeData[LEFT_EYE_INDEX]);
PRINT(" R:", f.eyeData[RIGHT_EYE_INDEX]);
PRINT(" T:", f.timeFrame);
}
}
#endif
uint8_t MD_RobotEyes::loadSequence(emotion_t e)
// Load the next emotion from the static data.
// Set global variables to the required values
{
// run through the lookup table to find the sequence data
for (uint8_t i = 0; i < ARRAY_SIZE(lookupTable); i++)
{
//memcpy_P(&_animEntry, &lookupTable[i], sizeof(animTable_t));
memcpy(&_animEntry, &lookupTable[i], sizeof(animTable_t));
if (_animEntry.e == e)
{
#if DEBUG
dumpSequence(_animEntry.seq, _animEntry.size);
#endif
break;
}
}
// set up the current index depending on direction of animation
if (_animReverse) _animIndex = _animEntry.size - 1; else _animIndex = 0;
return(_animEntry.size);
}
void MD_RobotEyes::loadFrame(animFrame_t* pBuf)
// Load the idx'th frame from the frame sequence PROGMEM to normal memory pBuf
{
//memcpy_P(pBuf, &_animEntry.seq[_animIndex], sizeof(animFrame_t));
memcpy(pBuf, &_animEntry.seq[_animIndex], sizeof(animFrame_t));
}
void MD_RobotEyes::showText(bool bInit)
// Print the text string to the LED matrix modules specified.
// Message area is padded with blank columns after printing.
{
static enum { S_LOAD, S_SHOW, S_SPACE } state;
static uint8_t curLen, showLen;
static uint8_t cBuf[EYE_COL_SIZE];
if (bInit)
{
PRINT("\nText: ", _pText);
_timeLastAnimation = millis();
_M->clear(_sd, _sd + 1);
state = S_LOAD;
}
// Is it time to scroll the text?
if (millis() - _timeLastAnimation < FRAME_TIME/2)
return;
_M->control(MD_MAX72XX::UPDATE, MD_MAX72XX::OFF);
// Now scroll the text
_M->transform(_sd, _sd+1, MD_MAX72XX::TSL); // scroll along by one place
_timeLastAnimation = millis(); // starting time for next scroll
// Now work out what's next using finite state machine to control what we do
switch (state)
{
case S_LOAD: // Load the next character from the font table
// if we reached end of message or empty string, reset the message pointer
if (*_pText == '\0')
{
_pText = nullptr;
break;
}
// otherwise load the character
showLen = _M->getChar(*_pText++, ARRAY_SIZE(cBuf), cBuf);
curLen = 0;
state = S_SHOW;
// fall through to the next state
case S_SHOW: // display the next part of the character
_M->setColumn(_sd, 0, cBuf[curLen++]);
if (curLen == showLen)
{
showLen = (*_pText == '\0' ? 2*EYE_COL_SIZE : 1); // either 1 space or pad to the end of the display if finished
curLen = 0;
state = S_SPACE;
}
break;
case S_SPACE: // display inter-character spacing (blank columns)
_M->setColumn(_sd, 0, 0);
curLen++;
if (curLen >= showLen)
state = S_LOAD;
break;
default:
state = S_LOAD;
}
_M->control(MD_MAX72XX::UPDATE, MD_MAX72XX::ON);
}
void MD_RobotEyes::begin(MD_MAX72XX *M, uint8_t moduleStart)
// initialize other stuff after libraries have started
{
#if DEBUG
Serial.begin(57600);
#endif
PRINTS("\n[MD_RobotEyes Debug]");
_M = M;
_sd = moduleStart;
setAnimation(E_NEUTRAL, false);
};
bool MD_RobotEyes::runAnimation(void)
// Animate the eyes
// Return true if there is no animation happening
{
static animFrame_t thisFrame;
switch (_animState)
{
case S_IDLE: // no animation running - wait for a new one or blink if time to do so
if (_pText != nullptr) // there is some text to show
{
PRINTS("\nIDLE: showing text");
showText(true);
_animState = S_TEXT;
break;
}
// otherwise fall through and try for an animation
case S_RESTART: // back to start of current animation
if (_nextEmotion != E_NONE) // check if we have an animation in the queue
{
PRINTS("\nRESRT: showing animation");
_timeLastAnimation = millis();
// set up the next animation
loadSequence(_nextEmotion);
_nextEmotion = E_NONE;
_animState = S_ANIMATE;
}
else if (_autoBlink) // check if we should be blinking
{
if (((millis() - _timeLastAnimation) >= _timeBlinkMinimum) && (random(1000) > 700))
{
PRINTS("\nRESRT: forcing blink");
setAnimation(E_BLINK, true);
_animState = S_RESTART;
}
}
break;
case S_ANIMATE: // process the next frame for this sequence
PRINT("\nPROCESS: Frame:", _animIndex);
loadFrame(&thisFrame);
drawEyes(thisFrame.eyeData[LEFT_EYE_INDEX], thisFrame.eyeData[RIGHT_EYE_INDEX]);
if (_animReverse) _animIndex--; else _animIndex++;
_timeStartPause = millis();
_animState = S_PAUSE;
break;
case S_PAUSE: // pause this frame for the required time
{
if ((millis() - _timeStartPause) < thisFrame.timeFrame)
break;
// check if this is the end of animation
if ((!_animReverse && _animIndex >= _animEntry.size) ||
(_animReverse && _animIndex < 0))
{
PRINTS("\nPAUSE: Animation end")
if (_autoReverse) // set up the same emotion but in reverse
{
PRINTS(" & auto reverse");
_nextEmotion = _animEntry.e;
_animReverse = true; // set this flag for the restart state
_autoReverse = false; // clear the flag for this animation sequence
_animState = S_RESTART;
}
else
_animState = S_IDLE;
}
else
_animState = S_ANIMATE;
}
break;
case S_TEXT: // currently displaying text
{
showText();
if (_pText == nullptr)
_animState = S_IDLE;
}
break;
default: // something is wrong - reset the FSM
_animState = S_IDLE;
break;
}
return(_animState == S_IDLE);
};