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main.cpp
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389 lines (337 loc) · 15.9 KB
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/**
* Adeon's Toaster Blaster
* ---------------------------------------------------------------------------
* This is an LED control program for protogen helmets to be used with MAX7219
* LED matrixes and ESP32 dev boards. Keyframe animation system allows you
* to create animations with ease. Facial expressions are controlled with an
* inexpensive bluetooth controller (MOCUTE-052F), with more gamepads to be
* supported in the future.
*
* This is a pre-release with some bugs, unfinished code and
* lacking documentation. Use at your own risk.
*/
#include <Arduino.h>
#include "main.h"
Matrix* matrix;
DisplayManager* displayManager;
SequencePlayer* sequencePlayer;
Controller* controller;
TaskHandle_t asyncLoopTask;
Timestamp lastTime;
AnimatedMouth* animatedMouth;
SettingsManager* settingsManager;
HeadsUpDisplay* hud;
TweenManager* displayTweenManager;
AnalogSensor_Boop* boopSensor;
EyeBlink* eyeBlink;
LEDStrip* ledStrip;
UptimeCounter* uptimeCounter;
PWMFan* fanControl;
void setup() {
TOASTER_LOG("\n\n\n\n\n\n%s %s\n", PROJECT_NAME, VERSION_NUMBER);
TOASTER_LOG("Compiled %s\n", COMPILE_TIMESTAMP);
TOASTER_LOG("Bitmaps compiled %s\n", Bitmaps::BITMAP_GENERATION_TIMESTAMP);
TOASTER_LOG("%s%s\n\n", LINK_1, LINK_2);
EEPROM.begin(SETTING_COUNT + 4); // Settings checksum is stored at address `SETTING_COUNT`
hud = new U8G2HUDWrapper(Config::Pins::HUD_SCL, Config::Pins::HUD_SDA);
matrix = new Matrix_Max7219(Config::Pins::MATRIX_DIN, Config::Pins::MATRIX_CS, Config::Pins::MATRIX_CLK, SettingsManager::getSavedValue(SETTING_MATRIX_BRIGHTNESS));
matrix->clear();
displayManager = new DisplayManager(matrix, hud, SettingsManager::getSavedValue(SETTING_ENABLE_MATRIX));
displayTweenManager = new TweenManager([](){displayManager->requestRedraw();});
// Register displays (matrix position, number of rows (size), bitmask, hud preview position)
// Simply comment out any displays that are not in use.
using namespace Config::Displays;
displayManager->addDisplays({
new Display(POS_EYE_L, 16, EYE_L, {49, 0}, displayTweenManager),
new Display(POS_EYE_R, 16, EYE_R, {1, 0}, displayTweenManager),
new Display(POS_MOUTH_L, 32, MOUTH_L, {34, 8}, displayTweenManager),
new Display(POS_MOUTH_R, 32, MOUTH_R, {0, 8}, displayTweenManager),
new Display(POS_NOSE_L, 8, NOSE_L, {35, 0}, displayTweenManager),
new Display(POS_NOSE_R, 8, NOSE_R, {23, 0}, displayTweenManager),
});
// To add persistent rotation or other effects to your displays, add a global effect:
//displayManager->addGlobalEffect(new Rotate180(ALL));
// initialize led strip
//ledStrip = new LEDStrip(SettingsManager::getSavedValue(SETTING_ENABLE_LEDSTRIP)); // spinning color LED strip animation
ledStrip = new LEDStrip_CD(SettingsManager::getSavedValue(SETTING_ENABLE_LEDSTRIP)); // optical disc LED strip animation
// initialize bluetooth gamepad
#ifdef BT_GAMEPAD
Gamepad::init();
createButtonMapping();
#endif
// initialize eye blink animation
eyeBlink = new EyeBlink(
displayManager, // displayManager instance
&Overlays::EyeBlink::closing, // closing overlay
&Overlays::EyeBlink::closed, // closed overlay
&Overlays::EyeBlink::opening, // opening overlay
5 SECONDS, // minimum delay between auto blinks
20 SECONDS, // maximum delay between auto blinks
40 MILLIS, // minimum closed eyes duration
200 MILLIS, // maximum closed eyes duration
SettingsManager::getSavedValue(SETTING_ENABLE_AUTO_BLINK) // enabled
);
// initialize sequencePlayer with startup sequence
sequencePlayer = new SequencePlayer(displayManager, displayTweenManager, eyeBlink, &Sequences::startup, SettingsManager::getSavedValue(SETTING_RARE_TRANSITION_CHANCE), true);
// set up common sequence transitions
sequencePlayer->addCommonTransitions({
&Transitions::blink,
//&Transitions::crossfade
});
// set up rare sequence transitions
sequencePlayer->addRareTransitions({
&Transitions::drop,
&Transitions::slide,
&Transitions::losePower,
&Transitions::glitch,
&Transitions::explode,
&Transitions::fizz,
&Transitions::doomMelt,
//&Transitions::earthquake,
//&Transitions::expand,
//&Transitions::shuffle,
//&Transitions::pulse
//&Transitions::modem
});
// initialize other components
animatedMouth = new AnimatedMouth(displayManager, 33 MILLIS, 500, 500, SettingsManager::getSavedValue(SETTING_ENABLE_ANIMATED_MOUTH));
/*
boopSensor = new DigitalSensor_Boop(
displayManager, new OverlayPlayer(displayManager, &Overlays::boop, false, false), &Overlays::boop,
&Transitions::glitch, PIN_BOOP_DIGITAL, BOOP_ACTIVATION_THRESHOLD, BOOP_ACTIVATION_MAX,
EEPROM.read(EEPROM_BOOP_SENSOR)
);
*/
boopSensor = new AnalogSensor_Boop(
displayManager, new OverlayPlayer(displayManager, &Overlays::Boop::boop, false, false),
&Overlays::Boop::boop, // boop overlay
&Transitions::glitch, // end boop overlay
Config::Pins::BOOP_ANALOG, Config::BOOP_TRIGGER_COUNT, Config::BOOP_TRIGGERS_MAX,
((f32)SettingsManager::getSavedValue(SETTING_BOOP_TRIGGER_MULTIPLIER)) / 255.0f, // trigger multiplier
200, // calibration readings
false, // invert
SettingsManager::getSavedValue(SETTING_ENABLE_BOOP_SENSOR) // enable
);
fanControl = new PWMFan(Config::Pins::FAN_PWM, Config::FAN_PWM_CHANNEL, SettingsManager::getSavedValue(SETTING_FAN_PWM_SPEED));
uptimeCounter = new UptimeCounter();
settingsManager = new SettingsManager();
createSettingsMenu();
if(!settingsManager->init()) ESP.restart(); // restart microcontroller if settings checksum is invalid, settings have been reset
// initialize default controller
controller = new Controller_Startup(displayManager, 3 SECONDS, [](){changeController(new Controller_Settings(displayManager, settingsManager));});
// create heads up display update task on other core
xTaskCreatePinnedToCore(loopAsync, "loopAsync", 2048, NULL, 1, &asyncLoopTask, 0);
}
// Main program loop
void loop(){
// calculate delta time
deltaTime = (Timestamp)(micros() - lastTime);
if(deltaTime < Config::FRAMETIME) return; // intentionally limiting updates per second to avoid fixed point imprecision issues
lastTime = micros();
#ifdef BT_GAMEPAD
Gamepad::update(safeMode); // safeMode is a function that gets called when the gamepad disconnects
#endif
sequencePlayer->update();
controller->update();
displayTweenManager->update();
boopSensor->update();
eyeBlink->update();
ledStrip->update();
uptimeCounter->update();
animatedMouth->update();
displayManager->update();
}
// Components to be updated independently on core 0
void loopAsync(void* pvParameters) {
while(true) {
hud->update();
}
}
// Controller related functions
void changeController(Controller* newController) {
delete controller;
switch(newController->getSequencePlayerState()){
case SP_PLAY: sequencePlayer->start(); break;
case SP_STOP: sequencePlayer->stop(); break;
}
controller = newController;
}
#ifdef BT_GAMEPAD
void createButtonMapping() {
// joystick in GAME mode or left analog, mapped to controller action
Gamepad::inputHandler.mapJoystick(
0, // joystick id
[](u8 x, u8 y){controller->handleInput(x, y);}, // filtered input
[](u8 x, u8 y){controller->handleRawInput(x, y);} // raw input
);
// joystick in KEY mode or right analog, mapped to controller action
Gamepad::inputHandler.mapJoystick(
1, // joystick id
[](u8 x, u8 y){controller->handleInput(x, y);}, // filtered input
[](u8 x, u8 y){controller->handleRawInput(x, y);} // raw input
);
// joystick in KEY (dpad) mode or directional pad, mapped to joystick 0
Gamepad::inputHandler.mapButtonsToJoystick(0, BTN_UP, BTN_UP_RIGHT, BTN_RIGHT, BTN_DOWN_RIGHT, BTN_DOWN, BTN_DOWN_LEFT, BTN_LEFT, BTN_UP_LEFT);
// change button mapping depending on gamepad so that it makes more sense
#ifdef GAMEPAD_DEBUG
const Button
BTN_FACESET1 = BTN_NONE,
BTN_FACESET2 = BTN_NONE,
BTN_FACESET3 = BTN_NONE,
BTN_SETTINGS = BTN_NONE,
BTN_BLINK = BTN_NONE,
BTN_CALIBRATE_BOOP = BTN_NONE,
BTN_AUTO_FACE_SWITCHER = BTN_NONE;
#endif
#ifdef GAMEPAD_XBOX
const Button
BTN_FACESET1 = BTN_Y,
BTN_FACESET2 = BTN_X,
BTN_FACESET3 = BTN_B,
BTN_SETTINGS = BTN_A,
BTN_BLINK = BTN_R1,
BTN_CALIBRATE_BOOP = BTN_SELECT,
BTN_AUTO_FACE_SWITCHER = BTN_START;
#endif
#ifdef GAMEPAD_MOCUTE052F
const Button
BTN_FACESET1 = BTN_X,
BTN_FACESET2 = BTN_SELECT,
BTN_FACESET3 = BTN_START,
BTN_SETTINGS = BTN_B,
BTN_BLINK = BTN_R1,
BTN_CALIBRATE_BOOP = BTN_A,
BTN_AUTO_FACE_SWITCHER = BTN_Y;
#endif
// general button mapping
Gamepad::inputHandler.mapButtons({
// right bumper for eye blink
{BTN_BLINK, BTN_STATE_PRESSED, [](){
eyeBlink->handleInput(true);
}},
{BTN_BLINK, BTN_STATE_RELEASED, [](){
eyeBlink->handleInput(false);
}},
// change face sets
{BTN_FACESET1, BTN_STATE_PRESSED, [](){
changeController( new Controller_FaceSwitcher( displayManager, sequencePlayer, &Sequences::joyBlush, &Sequences::spooked, &Sequences::neutral, &Sequences::blushing, &Sequences::joy, &Sequences::angry, &Sequences::angryHappy, &Sequences::annoyed ));
}},
{BTN_FACESET2, BTN_STATE_PRESSED, [](){
changeController( new Controller_FaceSwitcher( displayManager, sequencePlayer, &Sequences::heartEyes, &Sequences::questioning, &Sequences::dizzy, &Sequences::exclamation, &Sequences::dead, &Sequences::squinting, &Sequences::powerOff, &Sequences::wink ));
}},
{BTN_FACESET3, BTN_STATE_PRESSED, [](){
changeController( new Controller_FaceSwitcher( displayManager, sequencePlayer, &Sequences::crying, &Sequences::batteryCheck, &Sequences::uwu, &Sequences::randomize, &Sequences::nope, &Sequences::powerOff, &Sequences::owo, &Sequences::dizzy ));
}},
// settings
{BTN_SETTINGS, BTN_STATE_PRESSED, [](){
changeController(new Controller_Settings(displayManager, settingsManager));
}},
// calibrate boop sensor
{BTN_CALIBRATE_BOOP, BTN_STATE_PRESSED, [](){
boopSensor->calibrate();
}},
// automatic face switcher
{BTN_AUTO_FACE_SWITCHER, BTN_STATE_PRESSED, [](){
changeController( new Controller_AutomaticFaceSwitcher(
displayManager, sequencePlayer, 5 SECONDS, 20 SECONDS, {
&Sequences::neutral,
&Sequences::joy,
&Sequences::joyBlush,
&Sequences::blushing,
&Sequences::angryHappy,
&Sequences::angry,
&Sequences::annoyed,
&Sequences::spooked,
&Sequences::questioning,
&Sequences::exclamation,
&Sequences::dead,
&Sequences::squinting,
&Sequences::dizzy,
&Sequences::heartEyes,
&Sequences::powerOff,
&Sequences::uwu,
&Sequences::owo,
&Sequences::crying,
})
);
}},
});
}
#endif
void createSettingsMenu() {
settingsManager->addSettings({
new Setting_Lambda(
"Matrix", // category
"Brightness", // name
SETTING_MATRIX_BRIGHTNESS, // unique key defined in Settings/SettingKeys.h enum SettingKey
SETTING_TYPE_PERCENTAGE, // setting type, as defined in Settings/Setting.h enum SettingType
8, 0, 15, 1, // default, minimum, maximum, increment values
[]() -> u8 { return displayManager->getMatrixBrightness(); }, // getter returning u8
[](u8 value) { displayManager->setMatrixBrightness(value); } // setter using u8
),
new Setting_ComponentToggle("Matrix", "Enable", SETTING_ENABLE_MATRIX, true, displayManager), // category, name, unique key, default value, child of ToasterComponent
new Setting_ComponentToggle("LED Strip", "Enable", SETTING_ENABLE_LEDSTRIP, true, ledStrip),
new Setting_ComponentToggle("Auto blink", "Enable", SETTING_ENABLE_AUTO_BLINK, true, eyeBlink),
new Setting_ComponentToggle("Boop sensor", "Enable", SETTING_ENABLE_BOOP_SENSOR, false, boopSensor),
new Setting_Lambda(
"Boop sensor",
"Sensitivity",
SETTING_BOOP_TRIGGER_MULTIPLIER,
SETTING_TYPE_PERCENTAGE,
127, 0, 255, 17,
[]() -> u8 { return boopSensor->getTriggerMultiplier(); },
[](u8 value) { boopSensor->setTriggerMultiplier(value); }
),
new Setting_Action("Boop sensor", "Calibrate", [](u8 value) { boopSensor->calibrate(); }), // category, name, function to be called
new Setting_ComponentToggle("Mouth anim.", "Enable", SETTING_ENABLE_ANIMATED_MOUTH, false, animatedMouth),
new Setting_Action("Mouth anim.", "Calibrate", [](u8 value) { animatedMouth->reset(); }),
new Setting_Lambda(
"Rare transit.",
"Chance",
SETTING_RARE_TRANSITION_CHANCE,
SETTING_TYPE_PERCENTAGE,
25, 0, 255, 17,
[]() -> u8 { return sequencePlayer->getRareTransitionChance(); },
[](u8 value) { sequencePlayer->setRareTransitionChance(value); }
),
new Setting_Lambda(
"Fan speed",
"",
SETTING_FAN_PWM_SPEED,
SETTING_TYPE_PERCENTAGE,
255, 0, 255, 51,
[]() -> u8 { return fanControl->getSpeed(); },
[](u8 value) { fanControl->setSpeed(value); }
),
new Setting_Action(
"Misc.",
"Snake game",
[](u8 value) {
animatedMouth->stop();
changeController(new Controller_SnakeGame(displayManager, MOUTH, EYES, 200 MILLIS));
}
),
/*
new Setting_Action(
"Misc.",
"Analyzer",
[](u8 value) {
animatedMouth->stop();
changeController(new Controller_SpectrumAnalyzer(displayManager));
}
),
*/
// new Setting_Action("Misc.", "Strobe test", [](u8 value) { changeController(new Controller_Strobe(displayManager, sequencePlayer, displayTweenManager)); }),
new Setting_Action("System", "Restart", [](u8 value) { ESP.restart(); }),
new Setting_Action("System", "Save settings", [](u8 value) { settingsManager->saveSettings(); }),
});
}
void safeMode() {
if (controller->getType() != CONTROLLER_SETTINGS) {
changeController(new Controller_Settings(displayManager, settingsManager));
}
Sequence* s = sequencePlayer->getSequence();
if (s != &Sequences::neutral && s != &Sequences::startup) {
sequencePlayer->transitionSequence(&Sequences::neutral);
}
}