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mode.cpp
364 lines (319 loc) · 10.1 KB
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mode.cpp
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#include "mode.h"
#include <MFRC522.h>
#include <avr/sleep.h>
#include <avr/power.h>
NewGame::NewGame(DSPL *Disp, ENCODER *Enc, Players *Play, MFRC522 *RF) {
pD = Disp;
pEnc = Enc;
p = Play;
pRF = RF;
mode = 0;
pEnc->reset(0, 0, 0, 0, 0, 0, false);
}
void NewGame::init(void) {
p->init();
mode = 0; // 0 - wait for new card, 1 - select letter, 2 - edit letter
card_id = 0;
select_timeout = 0;
pEnc->reset(pD->getBackLight(), 0, 255, 5, 20, 50, false); // Prepare to tune LCD backlight brightness
}
MODE* NewGame::show(void) {
uint32_t now_ms = millis();
if (mode == 2 && select_timeout && now_ms > select_timeout) {
pEnc->reset(sym_num, 0, PLAYER_NAME_LENGTH-1, 1, 1, 1, true);
mode = 1;
select_timeout = 0;
pD->clear();
forceRedraw();
}
if (now_ms < update_screen) return this;
update_screen = now_ms + period;
switch(mode) {
case 0: // wait for the new card
pD->setCursor(0, 0);
pD->print(F("New game"));
pD->setCursor(0, 1);
pD->print(F("Register a card"));
if (pRF->PICC_IsNewCardPresent() && pRF->PICC_ReadCardSerial()) {
card_id = 0;
for (uint8_t i = 0; i < 4; ++i) {
card_id <<= 8;
card_id |= pRF->uid.uidByte[i];
}
if (!p->exists(card_id)) { // This card ID does not exist in the player list
playerInit(); // Initialize internal array of player name
mode = 2; // Switch to letter enter mode
pEnc->reset(int32_t(symbolToCode(player_name[sym_num])), 0, int32_t('Z'-'A'+1), 1, 3, 10, true);
pD->clear();
forceRedraw();
} else {
pD->setCursor(0, 1);
pD->print(F("Use another card"));
delay(2000);
pD->clear();
card_id = 0;
}
}
break;
case 1: // Select symbol in the name to be changed
pD->setCursor(13, 0);
pD->print("<->");
case 2: // Edit the symbol in the name, do not show cursor
pD->playerName(player_name, sym_num);
break;
default:
break;
}
return this;
}
void NewGame::rotaryValue(int32_t value) {
switch(mode) {
case 0: // Wait for the new card
pD->setBackLight(uint8_t(value)); // Adjust LCD backlight
break;
case 1: // Select character
sym_num = value;
break;
case 2: // Edit the character
player_name[sym_num] = codeToSymbol(value);
select_timeout = millis() + 5000; // Keep symbol select
break;
default:
return;
}
forceRedraw();
}
MODE* NewGame::press(void) {
pD->clear();
pD->noCursor();
forceRedraw();
switch(mode) {
case 1: // Letter select mode
break;
case 2: // Letter edit mode, choose next letter
if (++sym_num >= PLAYER_NAME_LENGTH-1)
sym_num = PLAYER_NAME_LENGTH-1;
break;
default:
return this;
}
pEnc->reset(int32_t(symbolToCode(player_name[sym_num])), 0, int32_t('Z'-'A'+1), 1, 3, 10, true);
mode = 2;
select_timeout = millis() + 5000; // Enter next symbol for 5 secs or switch to letter select mode
return this;
}
MODE* NewGame::longPress(void) {
pD->clear();
pD->noCursor();
if (mode > 0) { // Register new player
if (!p->add(player_name, card_id)) {
pD->clear();
pD->print(F("Registration"));
pD->setCursor(1, 1);
pD->print(F("failed"));
delay(2000);
pD->clear();
}
mode = 0;
card_id = 0;
pEnc->reset(pD->getBackLight(), 0, 255, 5, 20, 50, false); // Prepare to tune LCD backlight brightness
forceRedraw();
return this;
} else { // Finish registering, start the game
if (p->number() < 2) {
pD->print(F("Insufficient"));
pD->setCursor(1, 1);
pD->print(F("players"));
delay(3000);
return this;
}
if (this->next != 0) return this->next; else return this;
}
}
uint8_t NewGame::symbolToCode(char sym) {
if (sym == ' ') {
return 0;
} else {
if (sym > 'Z') {
sym -= 'a';
} else {
sym -= 'A';
}
++sym;
}
return uint8_t(sym);
}
char NewGame::codeToSymbol(uint8_t code) {
if (code == 0) { // 0 means space character
return ' ';
} else {
--code;
if (sym_num > 0) {
code += 'a';
} else {
code += 'A';
}
}
return char(code);
}
void NewGame::playerInit(void) {
sym_num = 0;
for (uint8_t i = 1; i < PLAYER_NAME_LENGTH; player_name[i++] = ' ');
player_name[0] = 'A';
player_name[PLAYER_NAME_LENGTH] = '\0';
}
Sleep::Sleep(DSPL *Disp, ENCODER *Enc, MFRC522 *RF) {
pD = Disp;
pEnc = Enc;
pRF = RF;
}
void Sleep::init(void) {
uint8_t bl = pD->getBackLight();
pEnc->reset(bl, 0, 255, 1, 5, 10, false); // Adjust back light of the LCD display
sleep_ms = millis() + sleep_timeout;
sleeping = false;
}
MODE* Sleep::show(void) {
if (sleeping) {
// Setup the WDT
MCUSR &= ~(1<<WDRF); // Clear the reset flag
WDTCSR |= (1<<WDCE) | (1<<WDE);
WDTCSR = (1<<WDP2)|(1<<WDP1)|(1<<WDP0);// Set new watchdog timeout prescaler value 2.0 second
WDTCSR |= (1<<WDIE); // Enable the WD interrupt (note no reset).
// Entering the sleep mode
set_sleep_mode(SLEEP_MODE_PWR_DOWN); // The lowest power consumption
sleep_enable();
sleep_cpu();
// The program will continue from here after the key pressed or WDT interrupt
sleep_disable(); // First thing to do is disable sleep.
power_all_enable(); // Re-enable the peripherals.
} else {
uint32_t now_ms = millis();
if (now_ms < update_screen) return this;
if (now_ms > sleep_ms) { // Switch to sleep mode
pD->power(false);
sleeping = true;
}
update_screen = now_ms + period;
pD->setCursor(0, 0);
pD->print(F("Next player"));
pD->setCursor(0, 1);
pD->print(F("Place a card"));
}
if (next && pRF->PICC_IsNewCardPresent()) { // If the card present, exit sleep mode
if (sleeping) {
WDTCSR &= ~(1<<WDIE); // Disable the WD interrupt
pD->power(true); // Switch on the display
}
return next;
}
return this;
}
void Sleep::rotaryValue(int32_t value) {
sleep_ms = millis() + sleep_timeout;
pD->setBackLight(value);
}
Move::Move(DSPL *Disp, ENCODER *Enc, Players *Play, MFRC522 *RF) {
pD = Disp;
pEnc = Enc;
p = Play;
pRF = RF;
}
void Move::init(void) {
p_card_id = 0;
add_money = 0;
if (pRF->PICC_ReadCardSerial()) {
uint32_t card_id = 0;
for (uint8_t i = 0; i < 4; ++i) {
card_id <<= 8;
card_id |= pRF->uid.uidByte[i];
}
if (p->exists(card_id)) { // If the card is registered, prepare to enter money change
pEnc->reset(0, -99999, 99999, 1, 5, 50, false);
p_card_id = card_id;
money = p->money(card_id);
}
}
check_tran = false;
return_ms = millis() + timeout; // Setup time when to return to 'Sleep' mode
}
MODE* Move::show(void) {
uint32_t now_ms = millis();
if (now_ms < update_screen) return this;
if (return_ms && next && now_ms >= return_ms) return next;
update_screen = now_ms + period;
// No encoder activity, if we pay for something, check for another card because we can transfer money
if (check_tran && pRF->PICC_IsNewCardPresent() && pRF->PICC_ReadCardSerial()) {
uint32_t dest_card_id = 0; // Destination card ID
for (uint8_t i = 0; i < 4; ++i) {
dest_card_id <<= 8;
dest_card_id |= pRF->uid.uidByte[i];
}
// If the card is belong to another player, transfer money
if (dest_card_id != p_card_id && p->exists(dest_card_id)) {
p->addMoney(p_card_id, add_money);
add_money *= -1;
p->addMoney(dest_card_id, add_money);
pD->transfer(p->name(p_card_id), p->name(dest_card_id), uint32_t(add_money));
delay(2000); // Wait to show transfer message
pD->check(p->name(p_card_id), p->money(p_card_id), p->name(dest_card_id), p->money(dest_card_id));
delay(3000);
if (next) return next; else return this;
}
}
check_tran = (add_money < 0); // If we pay, check for another card next loop
if (!p->exists(p_card_id)) {
pD->print(F("Wrong card"));
delay(2000);
if (next) return next;
}
pD->player(p->name(p_card_id), money, add_money);
return this;
}
MODE* Move::press(void) {
p->addMoney(p_card_id, add_money);
if (add_money != 0) {
pD->check(p->name(p_card_id), p->money(p_card_id));
delay(3000);
}
if (next) return next; else return this;
}
void Move::rotaryValue(int32_t value) {
add_money = value;
check_tran = false;
if (value == 0) {
return_ms = millis() + timeout; // Update return time
} else {
return_ms = 0; // Do not calcel the operation by timeout
}
forceRedraw();
}
Confirm::Confirm(DSPL *Disp, ENCODER *Enc) {
pD = Disp;
pEnc = Enc;
}
void Confirm::init(void) {
pEnc->reset(0, 0, 1, 1, 0, 0, true);
}
MODE* Confirm::show(void) {
uint32_t now_ms = millis();
if (now_ms < update_screen) return this;
update_screen = now_ms + period;
pD->setCursor(0, 0);
pD->print(F("Restart game?"));
pD->setCursor(0, 1);
if (pEnc->read()) {
pD->print(F("Yes"));
} else {
pD->print(F("No "));
}
return this;
}
MODE* Confirm::press(void) {
if (pEnc->read()) {
if (next) return next;
} else {
if (keep) return keep;
}
return this;
}