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gulliotine.cpp
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gulliotine.cpp
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//scream before blade lower
#define DEBUG
#include "gulliotine.h"
//SET UP GLOBAL VARIABLES
volatile uint16_t localTimer; //VARIABLE TO HOLD CURRENT TIMER TICK (10mS)
volatile uint16_t *ptr_Timer = &localTimer; //POINTER TO ABOVE, ABLE TO PASS TO CLASS INSTANCES
int main(void)
{
//TURN OFF POWER TO THINGS I DON'T NEED
ADCSRA = 0; //DISABLE ADC
PRR0 = _BV(PRTWI) | _BV(PRADC) | _BV(PRSPI); //TURN OFF POWER TO ADC, TWI, SPI
//SET UP GP TIMER
TCCR2A = _BV(WGM21); //CTC MODE
TCCR2B = _BV(CS20) | _BV(CS21) | _BV(CS22); // /1024 prescale
TIMSK2 = _BV(OCIE2A); // CTCIE
OCR2A = 155; //100.16026 Hz (~10mS)
//SET UP STATUS LED
CONFIG_LED();
/////////////////////////////////////////
//SET UP STATE ENUMS
enum D_State {SERIAL_DEBUG, NORMAL};
enum V_State {INIT, WAIT, RUN, ERROR};
enum V_NextState {LOWER, HEADLOWER, BODYTWITCH, INTERMISSION1, RAISE, HEADRAISE, HEADTILT, LOWERTILTROD, \
LOWERHOIST, INTERMISSION2};
//SET UP TIMING CONSTANTS
//*_LONG = 0.5 SECONDS
//*_SHORT = 10mS
const uint16_t CHOP_PAUSE_LONG = SETTIMERSEC(20); //pause between intermission and blade lower
const uint16_t HEAD_DROP_PAUSE_LONG = 1; ///////////turn to short
const uint16_t BODY_TWITCH_START_PAUSE_LONG = 0; //////////turn to short
const uint16_t INTERMISSION1_PAUSE_LONG = SETTIMERMIN(1); //pause between reset and lower
const uint16_t RAISE_PAUSE_LONG = SETTIMERSEC(30); //pause after blade lower to raise again
const uint16_t HEAD_RAISE_PAUSE_LONG = SETTIMERSEC(15); //pause after blade raised to raise head
const uint16_t HEAD_TILT_PAUSE_LONG = SETTIMERSEC(1); //pause after head raise to tilt head into lock
const uint16_t LOWER_TILT_ROD_PAUSE_LONG = SETTIMERSEC(1); //pause between reset and lower
const uint16_t LOWER_HOIST_PAUSE_LONG = 0; //pause between reset and lower
const uint16_t INTERMISSION2_PAUSE_LONG = SETTIMERMIN(1); //pause between reset and lower
//SET UP GUILLOTINE OBJECTS
DebugSerial DBSerial = DebugSerial(115200);
MusicSerial myMusic = MusicSerial(38400);
Blade myBlade = Blade(ptr_Timer);
Head myHead = Head(ptr_Timer);
Button myButton = Button(ptr_Timer);
Strobe myStrobe = Strobe(ptr_Timer);
Body myBody = Body(ptr_Timer);
//Guy myGuy = Guy(ptr_Timer);
//Music myMusic = Music();
//SET UP LOCAL (MAIN SCOPED) VARIABLES
D_State debugMode = NORMAL; //STARTS UP IN NORMAL MODE
V_State state = INIT; //INITIAL MAIN STATE
V_NextState nextState = LOWER; //HOLDS NEXT RUN STATE
uint16_t longTime = 0; //HOLDS SECONDS
uint8_t forceNextState = 0; //FLAG THAT BUTTON PRESS WHILE IN WAIT STATE
uint8_t pollState = 0; //HOLDS POLLING INFO (WORKING, COMPLETE, ERROR)
uint16_t nextWaitTime = 0; //HOLDS PAUSE TO NEXT RUN STATE
uint8_t errorTry = 0;
sei();
if (myButton.read()) debugMode = SERIAL_DEBUG;
#ifdef DEBUG
debugMode = SERIAL_DEBUG;
#endif // DEBUG
#ifdef SND_STARTUP
myMusic.playHold(SND_STARTUP, &myButton);
#endif // SND_STARTUP
while(1)
{
if (DBSerial.available())
{
if (DBSerial.read() == 'D') debugMode = SERIAL_DEBUG;
}
switch (debugMode)
{
case NORMAL:
switch (state)
{
//INIT: SET GUILLOTINE TO DEFAULT POSITIONS
// BLADE UP, HEAD UP, HEAD TILT UP
case INIT:
{
LED_OFF();
#ifdef SND_ENTERINIT
myMusic.playHold(SND_ENTERINIT, &myButton);
#endif // SND_ENTERINIT
if (myBlade.init() == Blade::ERROR) //MOVE BLADE TO UP POSITION
{
state = ERROR;
break;
}
else if (myHead.init() == Head::ERROR) //MOVE HEAD TILT ROD TO HOME POSITION
{
state = ERROR;
break;
}
else if (myBody.init() == Body::ERROR) //MAKE SURE LEGS WORKING
{
state = ERROR;
break;
}
//if (myGuy.isGuyHere()) myGuy.init();
myStrobe.init();
#ifdef SND_LEAVEINIT
myMusic.playHold(SND_LEAVEINIT, &myButton);
#endif // SND_LEAVEINIT
state = WAIT;
nextState = LOWER;
nextWaitTime = CHOP_PAUSE_LONG;
#ifdef SND_LOWER_BEFORE
myMusic.playHold(SND_LOWER_BEFORE, &myButton);
#endif // SND_LOWER_BEFORE
setTimer(); //SO WAIT STATE STARTS WITH TIMER AT 0
break;
}
//WAIT: WAIT UNTIL TIME TO DO nextState
// IF BUTTON PRESS, MOVE TO NEXT STATE NOW
case WAIT:
if (getTimer() >= 50) //Increment longTime at 1/2 second interval
{
longTime++;
setTimer();
}
forceNextState = myButton.read();
if (longTime >= nextWaitTime || forceNextState)
{
state = RUN;
longTime = 0;
}
break;
case RUN:
{
switch (nextState)
{
case LOWER:
#ifdef SND_LOWER_ON
myMusic.trigger(SND_LOWER_ON);
#endif // SND_LOWER_ON
/* pollState = Guy::WORKING;
* myGuy.pullLeverPoll(Guy::RESET);
* while (pollState != Guy::COMPLETE && pollState != Guy::ERROR)
* {
* pollState = myGuy.pullLeverPoll();
* if(myButton.read())
* {
* break;
* }
* }
*/
pollState = Blade::WORKING;
myBlade.lowerBladePoll(Blade::RESET);
while (pollState != Blade::COMPLETE && pollState != Blade::ERROR)
{
pollState = myBlade.lowerBladePoll();
if(myButton.read())
{
pollState = Blade::ERROR;
break;
}
}
if (pollState == Blade::ERROR)
{
state = ERROR;
}
////GOTO NEXT STATE AND SETUP NEXT EVENT
else
{
#ifdef SND_LOWER_AFTER
myMusic.trigger(SND_LOWER_AFTER);
#endif // SND_LOWER_AFTER
state = WAIT;
nextState = HEADLOWER;
nextWaitTime = HEAD_DROP_PAUSE_LONG;
#ifdef SND_HEAD_LOWER_BEFORE
myMusic.trigger(SND_HEAD_LOWER_BEFORE);
#endif // SND_HEAD_LOWER_BEFORE
}
break;
case HEADLOWER:
#ifdef SND_HEAD_LOWER_ON
myMusic.playHold(SND_HEAD_LOWER_ON, &myButton);
#endif // SND_HEAD_LOWER_ON
pollState = Head::WORKING;
myHead.lowerHeadPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR)
{
pollState = myHead.lowerHeadPoll();
if(myButton.read())
{
pollState = Head::ERROR;
break;
}
}
if (pollState == Head::ERROR) state = ERROR;
////GOTO NEXT STATE AND SETUP NEXT EVENT
else
{
#ifdef SND_HEAD_LOWER_AFTER
myMusic.playHold(SND_HEAD_LOWER_AFTER, &myButton);
#endif // SND_HEAD_LOWER_AFTER
state = WAIT;
nextState = BODYTWITCH;
nextWaitTime = BODY_TWITCH_START_PAUSE_LONG;
#ifdef SND_BODY_BEFORE
myMusic.trigger(SND_BODY_BEFORE);
#endif // SND_BODY_BEFORE
}
break;
case BODYTWITCH:
#ifdef SND_BODY_ON
myMusic.trigger(SND_BODY_ON);
#endif // SND_BODY_ON
//myBody.bodyTwitch();
pollState = Body::WORKING;
myBody.bodyKickPoll(Body::RESET);
while (pollState != Body::COMPLETE && pollState != Body::ERROR)
{
pollState = myBody.bodyKickPoll();
if(myButton.read())
{
pollState = Body::ERROR;
break;
}
}
if (pollState == Body::ERROR) state = ERROR;
////GOTO NEXT STATE AND SETUP NEXT EVENT
else
{
#ifdef SND_BODY_AFTER
myMusic.trigger(SND_BODY_AFTER);
#endif // SND_BODY_AFTER
state = WAIT;
nextState = INTERMISSION1;
nextWaitTime = INTERMISSION1_PAUSE_LONG;
#ifdef SND_INT1_BEFORE
myMusic.trigger(SND_INT1_BEFORE);
#endif // SND_INT1_BEFORE
}
break;
case INTERMISSION1:
#ifdef SND_INT1_ON
myMusic.trigger(SND_INT1_ON);
#endif // SND_INT1_ON
myStrobe.strobeOn();
pollState = Body::WORKING;
myBody.bodyKickPoll(Body::RESET);
while (pollState != Body::COMPLETE && pollState != Body::ERROR)
{
pollState = myBody.bodyKickPoll();
if(myButton.read())
{
pollState = Body::ERROR;
break;
}
}
myStrobe.strobeOff();
#ifdef SND_INT1_AFTER
myMusic.trigger(SND_INT1_AFTER);
#endif // SND_INT1_AFTER
state = WAIT;
nextState = RAISE;
nextWaitTime = RAISE_PAUSE_LONG;
#ifdef SND_RAISE_BEFORE
myMusic.trigger(SND_RAISE_BEFORE);
#endif // SND_RAISE_BEFORE
break;
case RAISE:
#ifdef SND_RAISE_ON
myMusic.trigger(SND_RAISE_ON);
#endif // SND_RAISE_ON
/* pollState = Guy::WORKING;
* myGuy.resetLeverPoll(Guy::RESET);
* while (pollState != Guy::COMPLETE && pollState != Guy::ERROR)
* {
* pollState = myGuy.resetLeverPoll();
* if(myButton.read())
* {
* break;
* }
* }
*/
pollState = Blade::WORKING;
myBlade.raiseBladePoll(Blade::RESET);
while (pollState != Blade::COMPLETE && pollState != Blade::ERROR)
{
pollState = myBlade.raiseBladePoll();
if(myButton.read())
{
pollState = Head::ERROR;
break;
}
}
if (pollState == Blade::ERROR) state = ERROR;
////GOTO NEXT STATE AND SETUP NEXT EVENT
else
{
#ifdef SND_RAISE_AFTER
myMusic.trigger(SND_RAISE_AFTER);
#endif // SND_RAISE_AFTER
state = WAIT;
nextState = HEADRAISE;
nextWaitTime = HEAD_RAISE_PAUSE_LONG;
#ifdef SND_HEAD_RAISE_BEFORE
myMusic.trigger(SND_HEAD_RAISE_BEFORE);
#endif // SND_HEAD_RAISE_BEFORE
}
break;
case HEADRAISE:
#ifdef SND_HEAD_RAISE_ON
myMusic.trigger(SND_HEAD_RAISE_ON);
#endif // SND_HEAD_RAISE_ON
pollState = Head::WORKING;
myHead.raiseHeadPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR)
{
pollState = myHead.raiseHeadPoll();
if(myButton.read())
{
pollState = Head::ERROR;
break;
}
}
if (pollState == Head::ERROR) state = ERROR;
////GOTO NEXT STATE AND SETUP NEXT EVENT
else
{
#ifdef SND_HEAD_RAISE_AFTER
myMusic.trigger(SND_HEAD_RAISE_AFTER);
#endif // SND_HEAD_RAISE_AFTER
state = WAIT;
nextState = HEADTILT;
nextWaitTime = HEAD_TILT_PAUSE_LONG;
#ifdef SND_HEAD_TILT_BEFORE
myMusic.trigger(SND_HEAD_TILT_BEFORE);
#endif // SND_HEAD_TILT_BEFORE
}
break;
case HEADTILT:
#ifdef SND_HEAD_TILT_ON
myMusic.trigger(SND_HEAD_TILT_ON);
#endif // SND_HEAD_TILT_ON
pollState = Head::WORKING;
myHead.tiltHeadUpPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR)
{
pollState = myHead.tiltHeadUpPoll();
if(myButton.read())
{
pollState = Head::ERROR;
break;
}
}
if (pollState == Head::ERROR) state = ERROR;
////GOTO NEXT STATE AND SETUP NEXT EVENT
else
{
#ifdef SND_HEAD_TILT_AFTER
myMusic.playHold(SND_HEAD_TILT_AFTER, &myButton);
#endif // SND_HEAD_TILT_AFTER
state = WAIT;
nextState = LOWERTILTROD;
nextWaitTime = LOWER_TILT_ROD_PAUSE_LONG;
#ifdef SND_LOWER_TILT_BEFORE
myMusic.trigger(SND_LOWER_TILT_BEFORE);
#endif // SND_LOWER_TILT_BEFORE
}
break;
case LOWERTILTROD:
#ifdef SND_LOWER_TILT_ON
myMusic.trigger(SND_LOWER_TILT_ON);
#endif // SND_LOWER_TILT_ON
pollState = Head::WORKING;
myHead.tiltRodDownPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR)
{
pollState = myHead.tiltRodDownPoll();
if(myButton.read())
{
pollState = Head::ERROR;
break;
}
}
if (pollState == Head::ERROR) state = ERROR;
////GOTO NEXT STATE AND SETUP NEXT EVENT
else
{
#ifdef SND_LOWER_TILT_AFTER
myMusic.trigger(SND_LOWER_TILT_AFTER);
#endif // SND_LOWER_TILT_AFTER
state = WAIT;
nextState = LOWERHOIST;
nextWaitTime = LOWER_HOIST_PAUSE_LONG;
#ifdef SND_LOWER_HOIST_BEFORE
myMusic.trigger(SND_LOWER_HOIST_BEFORE);
#endif // SND_LOWER_HOIST_BEFORE
}
break;
case LOWERHOIST:
#ifdef SND_LOWER_HOIST_ON
myMusic.trigger(SND_LOWER_HOIST_ON);
#endif // SND_LOWER_HOIST_ON
pollState = Head::WORKING;
myHead.lowerHoistPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR)
{
pollState = myHead.lowerHoistPoll();
if(myButton.read())
{
pollState = Head::ERROR;
break;
}
}
if (pollState == Head::ERROR) state = ERROR;
////GOTO NEXT STATE AND SETUP NEXT EVENT
else
{
#ifdef SND_LOWER_HOIST_AFTER
myMusic.trigger(SND_LOWER_HOIST_AFTER);
#endif // SND_LOWER_HOIST_AFTER
state = WAIT;
nextState = INTERMISSION2;
nextWaitTime = INTERMISSION2_PAUSE_LONG;
#ifdef SND_INT2_BEFORE
myMusic.trigger(SND_INT2_BEFORE);
#endif // SND_INT2_BEFORE
}
break;
case INTERMISSION2:
#ifdef SND_INT2_ON
myMusic.trigger(SND_INT2_ON);
#endif // SND_INT2_ON
myStrobe.strobeOn();
myStrobe.strobeOn();
pollState = Body::WORKING;
myBody.bodyKickPoll(Body::RESET);
while (pollState != Body::COMPLETE && pollState != Body::ERROR)
{
pollState = myBody.bodyKickPoll();
if(myButton.read())
{
pollState = Body::ERROR;
break;
}
}
myStrobe.strobeOff();
#ifdef SND_INT2_AFTER
myMusic.trigger(SND_INT2_AFTER);
#endif // SND_INT2_AFTER
state = WAIT;
nextState = LOWER;
nextWaitTime = CHOP_PAUSE_LONG;
#ifdef SND_LOWER_BEFORE
myMusic.playHold(SND_LOWER_BEFORE, &myButton);
#endif // SND_LOWER_BEFORE
break;
}
break;
}
case ERROR:
if (errorTry <= NUM_OF_ERROR_TRY)
{
errorTry++;
#ifdef SND_OOPS
myMusic.playHold(SND_OOPS, &myButton);
#endif // SND_OOPS
state = RUN;
break;
}
else
{
errorTry = 0;
LED_ON();
myMusic.stop();
myBlade.turnOff();
myHead.turnOff();
myBody.turnOff();
myStrobe.strobeOff();
#ifdef SND_ENTERERROR
myMusic.playHold(SND_ENTERERROR, &myButton);
#endif // SND_ENTERERROR
uint8_t checkSerial = 0;
while (!myButton.read() && checkSerial != 'D')
{
if (DBSerial.available())
{
checkSerial = DBSerial.read();
}
}
if (checkSerial == 'D') debugMode = SERIAL_DEBUG;
else state = INIT;
#ifdef SND_LEAVEERROR
myMusic.playHold(SND_LEAVEERROR, &myButton);
#endif // SND_LEAVEERROR
}
break;
}
break;
case SERIAL_DEBUG:
LED_OFF();
#ifdef SND_ENTERDEBUG
myMusic.playHold(SND_ENTERDEBUG, &myButton);
#endif // SND_ENTERDEBUG
DBSerial.println(const_cast <char*> ("\n\r[--DBMode--]"));
myBlade.printDebug(&DBSerial);
myHead.printDebug(&DBSerial);
myBody.printDebug(&DBSerial);
DBSerial.println(const_cast <char*> ("\n\r---"));
while (debugMode == SERIAL_DEBUG && !myButton.read())
{
if (DBSerial.available())
{
switch (DBSerial.read())
{
case 'd':
debugMode = NORMAL;
break;
case 'e':
myBlade.printDebug(&DBSerial);
myHead.printDebug(&DBSerial);
myBody.printDebug(&DBSerial);
DBSerial.println(const_cast <char*> ("\n\r---"));
break;
case 32: //SPACEBAR
DBSerial.println(const_cast <char*> ("[B]lade up / [b]lade down"));
DBSerial.println(const_cast <char*> ("[M]ag on / [m]ag off"));
DBSerial.println(const_cast <char*> ("[H]ead up / [h]ead down"));
DBSerial.println(const_cast <char*> ("h[O]ist down"));
DBSerial.println(const_cast <char*> ("[T]ilt up / [t]ilt down"));
DBSerial.println(const_cast <char*> ("head [R]elease on / [r]elease off"));
DBSerial.println(const_cast <char*> ("bod[Y] on / bod[y] off"));
DBSerial.println(const_cast <char*> ("[S]trobe on / [s]trobe off"));
DBSerial.println(const_cast <char*> ("[L]ed on / [l]ed off"));
DBSerial.println(const_cast <char*> ("m[U]sic on / off"));
DBSerial.println(const_cast <char*> ("[N]ext track / [P]rev track"));
//DBSerial.println(const_cast <char*> ("[A]rm Pull / [a]reset arm"));
DBSerial.println(const_cast <char*> ("d[e]bug info"));
break;
/* case 'A':
* DBSerial.print(const_cast <char*> ("Arm Pull.."));
* pollState = Guy::WORKING;
* myGuy.pullLeverPoll(Guy::RESET);
* while (pollState != Guy::COMPLETE && pollState != Guy::ERROR) pollState = myGuy.pullLeverPoll();
* if (pollState == Guy::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
* else DBSerial.println(const_cast <char*> ("Error"));
* break;
*
* case 'a':
* DBSerial.print(const_cast <char*> ("Arm Reset.."));
* pollState = Guy::WORKING;
* myGuy.resetLeverPoll(Guy::RESET);
* while (pollState != Guy::COMPLETE && pollState != Guy::ERROR) pollState = myGuy.resetLeverPoll();
* if (pollState == Guy::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
* else DBSerial.println(const_cast <char*> ("Error"));
* break;
*/
case 'B':
DBSerial.print(const_cast <char*> ("Blade Up.."));
pollState = Blade::WORKING;
myBlade.raiseBladePoll(Blade::RESET);
while (pollState != Blade::COMPLETE && pollState != Blade::ERROR) pollState = myBlade.raiseBladePoll();
if (pollState == Blade::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
else DBSerial.println(const_cast <char*> ("Error"));
break;
case 'b':
DBSerial.print(const_cast <char*> ("Blade Down.."));
pollState = Blade::WORKING;
myBlade.lowerBladePoll(Blade::RESET);
while (pollState != Blade::COMPLETE && pollState != Blade::ERROR) pollState = myBlade.lowerBladePoll();
if (pollState == Blade::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
else DBSerial.println(const_cast <char*> ("Error"));
break;
case 'M':
DBSerial.println(const_cast <char*> ("Mag On"));
myBlade.mag(1);
break;
case 'm':
DBSerial.println(const_cast <char*> ("Mag Off"));
myBlade.mag(0);
break;
case 'H':
DBSerial.print(const_cast <char*> ("Head Up.."));
pollState = Head::WORKING;
myHead.raiseHeadPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR) pollState = myHead.raiseHeadPoll();
if (pollState == Head::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
else DBSerial.println(const_cast <char*> ("Error"));
break;
case 'h':
DBSerial.print(const_cast <char*> ("Head Down.."));
pollState = Head::WORKING;
myHead.lowerHeadPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR) pollState = myHead.lowerHeadPoll();
if (pollState == Head::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
else DBSerial.println(const_cast <char*> ("Error"));
break;
case 'O':
DBSerial.print(const_cast <char*> ("Hoist Down.."));
pollState = Head::WORKING;
myHead.lowerHoistPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR) pollState = myHead.lowerHoistPoll();
if (pollState == Head::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
else DBSerial.println(const_cast <char*> ("Error"));
break;
case 'T':
DBSerial.print(const_cast <char*> ("Tilt Up.."));
pollState = Head::WORKING;
myHead.tiltHeadUpPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR) pollState = myHead.tiltHeadUpPoll();
if (pollState == Head::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
else DBSerial.println(const_cast <char*> ("Error"));
break;
case 't':
DBSerial.print(const_cast <char*> ("Tilt Down.."));
pollState = Head::WORKING;
myHead.tiltRodDownPoll(Head::RESET);
while (pollState != Head::COMPLETE && pollState != Head::ERROR) pollState = myHead.tiltRodDownPoll();
if (pollState == Head::COMPLETE) DBSerial.println(const_cast <char*> ("Good"));
else DBSerial.println(const_cast <char*> ("Error"));
break;
case 'R':
DBSerial.println(const_cast <char*> ("Solenoid On"));
myHead.sol(1);
break;
case 'r':
DBSerial.println(const_cast <char*> ("Solenoid Off"));
myHead.sol(0);
break;
case 'Y':
DBSerial.println(const_cast <char*> ("Body On.."));
//myBody.bodyTwitch();
myBody.bodyOn();
break;
case 'y':
DBSerial.println(const_cast <char*> ("Body Off.."));
myBody.turnOff();
break;
case 'S':
DBSerial.println(const_cast <char*> ("Strobe On"));
myStrobe.strobeOn();
break;
case 's':
DBSerial.println(const_cast <char*> ("Strobe Off"));
myStrobe.strobeOff();
break;
case 'L':
DBSerial.println(const_cast <char*> ("LED On"));
LED_ON();
break;
case 'l':
DBSerial.println(const_cast <char*> ("LED Off"));
LED_OFF();
break;
case 'U':
DBSerial.println(const_cast <char*> ("Music Toggle"));
myMusic.togglePlay();
break;
case 'N':
DBSerial.println(const_cast <char*> ("Next Track"));
myMusic.nextTrack();
break;
case 'P':
DBSerial.println(const_cast <char*> ("Prev Track"));
myMusic.prevTrack();
break;
}
}
}
#ifdef SND_LEAVEDEBUG
myMusic.playHold(SND_LEAVEDEBUG, &myButton);
#endif // SND_LEAVEDEBUG
state = INIT;
debugMode = NORMAL;
DBSerial.println(const_cast <char*> ("Exit"));
break;
}
}
}
ISR (TIMER2_COMPA_vect)
{
localTimer++;
}