aa40e7b169
* moving end program logic to c++ * typo * always stop on reset
274 lines
7.5 KiB
TypeScript
274 lines
7.5 KiB
TypeScript
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/**
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* Patterns for lights under the buttons.
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*/
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const enum StatusLight {
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//% block=off enumval=0
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Off = 0,
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//% block=green enumval=1
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Green = 1,
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//% block=red enumval=2
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Red = 2,
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//% block=orange enumval=3
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Orange = 3,
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//% block="green flash" enumval=4
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GreenFlash = 4,
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//% block="red flash" enumval=5
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RedFlash = 5,
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//% block="orange flash" enumval=6
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OrangeFlash = 6,
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//% block="green pulse" enumval=7
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GreenPulse = 7,
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//% block="red pulse" enumval=8
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RedPulse = 8,
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//% block="orange pulse" enumval=9
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OrangePulse = 9,
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}
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/**
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* User interaction on buttons
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*/
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const enum ButtonEvent {
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//% block="pressed"
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Pressed = 4,
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//% block="bumped"
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Bumped = 1,
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//% block="released"
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Released = 3,
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}
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namespace brick {
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/**
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* Generic button class, for device buttons and sensors.
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*/
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//% fixedInstances
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export class Button extends control.Component {
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private downTime: number;
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private _isPressed: boolean;
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private _wasPressed: boolean;
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constructor() {
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super()
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this.downTime = 0
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this._isPressed = false
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this._wasPressed = false
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}
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//% hidden
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_update(curr: boolean) {
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if (this == null) return
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if (this._isPressed == curr) return
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this._isPressed = curr
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if (curr) {
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this._wasPressed = true;
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this.downTime = control.millis()
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control.raiseEvent(this._id, ButtonEvent.Pressed)
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} else {
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control.raiseEvent(this._id, ButtonEvent.Released)
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const delta = control.millis() - this.downTime;
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if (delta < 500)
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control.raiseEvent(this._id, ButtonEvent.Bumped)
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}
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}
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/**
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* Check if button is currently pressed or not.
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* @param button the button to query the request
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*/
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//% help=brick/button/is-pressed
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//% block="%button|is pressed"
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//% blockId=buttonIsPressed
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//% parts="brick"
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//% blockNamespace=brick
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//% weight=81 blockGap=8
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//% group="Buttons"
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//% button.fieldEditor="brickbuttons"
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isPressed() {
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return this._isPressed
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}
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/**
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* See if the button was pressed again since the last time you checked.
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* @param button the button to query the request
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*/
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//% help=brick/button/was-pressed
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//% block="%button|was pressed"
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//% blockId=buttonWasPressed
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//% blockHidden=true
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//% parts="brick"
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//% blockNamespace=brick
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//% weight=80
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//% group="Buttons"
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//% button.fieldEditor="brickbuttons"
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wasPressed() {
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const r = this._wasPressed
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this._wasPressed = false
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return r
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}
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/**
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* Do something when a button or sensor is clicked, up or down.
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* @param button the button that needs to be clicked or used
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* @param event the kind of button gesture that needs to be detected
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* @param body code to run when the event is raised
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*/
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//% help=brick/button/on-event
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//% blockId=buttonEvent block="on %button|%event"
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//% parts="brick"
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//% blockNamespace=brick
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//% weight=99 blockGap=16
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//% group="Buttons"
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//% button.fieldEditor="brickbuttons"
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onEvent(ev: ButtonEvent, body: () => void) {
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control.onEvent(this._id, ev, body)
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}
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/**
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* Waits until the event is raised
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* @param ev the event to wait for
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*/
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//% help=brick/button/pause-until
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//% blockId=buttonWaitUntil block="pause until %button|%event"
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//% parts="brick"
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//% blockNamespace=brick
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//% weight=98 blockGap=8
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//% group="Buttons"
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//% button.fieldEditor="brickbuttons"
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pauseUntil(ev: ButtonEvent) {
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control.waitForEvent(this._id, ev);
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}
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}
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}
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namespace brick {
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let btnsMM: MMap
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let buttons: DevButton[]
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export namespace internal {
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export function getBtnsMM() {
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initBtns()
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return btnsMM;
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}
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}
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function readButtons() {
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let sl = btnsMM.slice(0, DAL.NUM_BUTTONS)
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let ret = 0
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for (let i = 0; i < sl.length; ++i) {
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if (sl[i])
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ret |= 1 << i
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}
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// this needs to be done in query(), which is run without the main JS execution mutex
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// otherwise, while(true){} will lock the device
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if (ret & DAL.BUTTON_ID_ESCAPE) {
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control.reset()
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}
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return ret
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}
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function initBtns() {
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if (btnsMM) return
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btnsMM = control.mmap("/dev/lms_ui", DAL.NUM_BUTTONS, 0)
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if (!btnsMM) control.fail("no buttons?")
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buttons = []
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sensors.internal.unsafePollForChanges(50, readButtons, (prev, curr) => {
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for (let b of buttons)
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b._update(!!(curr & b.mask))
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})
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control.dmesg("runtime started, " + control.deviceFirmwareVersion())
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}
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class DevButton extends Button {
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mask: number
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constructor(mask: number) {
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super()
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this.mask = mask
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initBtns()
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buttons.push(this)
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}
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}
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initBtns() // always ON as it handles ESCAPE button
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/**
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* Enter button on the EV3 Brick.
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*/
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//% whenUsed block="button enter" weight=95 fixedInstance
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export const buttonEnter: Button = new DevButton(DAL.BUTTON_ID_ENTER)
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/**
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* Left button on the EV3 Brick.
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*/
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//% whenUsed block="button left" weight=95 fixedInstance
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export const buttonLeft: Button = new DevButton(DAL.BUTTON_ID_LEFT)
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/**
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* Right button on the EV3 Brick.
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*/
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//% whenUsed block="button right" weight=94 fixedInstance
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export const buttonRight: Button = new DevButton(DAL.BUTTON_ID_RIGHT)
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/**
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* Up button on the EV3 Brick.
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*/
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//% whenUsed block="button up" weight=95 fixedInstance
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export const buttonUp: Button = new DevButton(DAL.BUTTON_ID_UP)
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/**
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* Down button on the EV3 Brick.
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*/
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//% whenUsed block="button down" weight=95 fixedInstance
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export const buttonDown: Button = new DevButton(DAL.BUTTON_ID_DOWN)
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}
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namespace control {
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/**
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* Determine the version of system software currently running.
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*/
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//%
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export function deviceFirmwareVersion(): string {
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let buf = output.createBuffer(6)
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brick.internal.getBtnsMM().read(buf)
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let r = ""
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for (let i = 0; i < buf.length; ++i) {
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let c = buf[i]
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if (c == 0) break
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r += String.fromCharCode(c)
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}
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return r
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}
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}
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namespace brick {
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// the brick starts with the red color
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let currPattern: StatusLight = StatusLight.Off;
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/**
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* Gets the current light pattern.
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*/
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//% weight=99 group="Buttons"
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//% help=brick/status-light
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export function statusLight() {
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return currPattern;
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}
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/**
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* Set lights.
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* @param pattern the lights pattern to use. eg: StatusLight.Orange
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*/
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//% blockId=setLights block="set status light to %pattern"
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//% weight=100 group="Buttons"
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//% help=brick/set-status-light
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export function setStatusLight(pattern: StatusLight): void {
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if (currPattern === pattern)
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return
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currPattern = pattern;
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const cmd = output.createBuffer(2)
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cmd[0] = pattern + 48
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brick.internal.getBtnsMM().write(cmd)
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}
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}
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