DevCore: parte do software do projeto DevBoy

Olá amigos!

Nikolay está com você novamente, no último artigo " DevBoy - como eu criei um projeto de dispositivo de código aberto e lancei um projeto no Kickstarter ", a ênfase estava mais na aparência e no hardware, hoje falaremos sobre como isso é feito " dentro " e analisaremos a parte do software.



Quem se importa - peço um gato.

Como mencionado anteriormente, o projeto é baseado no microcontrolador STM32F415RG da STMicroelectronics no núcleo ARM Cortex-M4. Existem vários IDEs diferentes para o desenvolvimento de microcontroladores para esses microcontroladores, no entanto, para um projeto de código aberto, você precisa de pelo menos um IDE livre e, de preferência, de código aberto. Além disso, o IDE ainda deve ser suportado no STM32CubeMX . No momento em que comecei a trabalhar neste projeto, havia apenas um IDE que atendia a todos esses requisitos - System Workbench for STM32 .

No momento, existe o Atollic TrueStudio, que se tornou gratuito depois que a STMicroelectronics os comprou.

O próximo programa usado é o STM32CubeMX . Este programa é um utilitário para configurar os periféricos do microcontrolador usando uma interface gráfica.

O resultado é um código que inclui a HRAW (HAL). Muitos programadores realmente não gostam dessa " criação ", não é sem bugs, mas, no entanto, simplificam muito o desenvolvimento e melhoram a portabilidade de programas entre diferentes microcontroladores da STMicroelectronics.

Além disso, durante a configuração, você pode especificar o uso de alguns softwares de código aberto de terceiros, como FreeRTOS , FatFS e outros.

Terminamos a descrição do software usado, agora vamos para a parte mais interessante - o DevCore . O nome vem do " Core Development ", vamos em ordem.

Primeiro de tudo, é o C ++ RTOS Wrapper ( neste caso, o FreeRTOS ). O Vrapper é necessário por dois motivos:

  • É muito melhor criar um objeto e, em seguida, chamar mutex.Take (), por exemplo, do que criar um identificador, chamar a função create e, em seguida, passar esse identificador para todas as funções mutex
  • Se for necessário substituir o RTOS, basta substituir o wrapper e nem todas as chamadas para funções RTOS do código

Não faz sentido trazer o código do invólucro aqui, quem se importa - olhamos para o GitHub e seguimos em frente.

A próxima parte é o Application Framework . Esta é a classe base para todas as tarefas. Como esses são apenas dois arquivos relativamente pequenos, faz sentido listá-los completamente:

Cabeçalho
//****************************************************************************** // @file AppTask.h // @author Nicolai Shlapunov // // @details DevCore: Application Task Base Class, header // // @section LICENSE // // Software License Agreement (Modified BSD License) // // Copyright (c) 2016, Devtronic & Nicolai Shlapunov // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // 3. Neither the name of the Devtronic nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // 4. Redistribution and use of this software other than as permitted under // this license is void and will automatically terminate your rights under // this license. // // THIS SOFTWARE IS PROVIDED BY DEVTRONIC ''AS IS'' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. // IN NO EVENT SHALL DEVTRONIC BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED // TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // @section SUPPORT // // Devtronic invests time and resources providing this open source code, // please support Devtronic and open-source hardware/software by // donations and/or purchasing products from Devtronic. // //****************************************************************************** #ifndef AppTask_h #define AppTask_h // ***************************************************************************** // *** Includes ************************************************************ // ***************************************************************************** #include "DevCfg.h" // ***************************************************************************** // * AppTask class. This class is wrapper for call C++ function from class. **** // ***************************************************************************** class AppTask { public: // ************************************************************************* // *** Init Task ******************************************************* // ************************************************************************* virtual void InitTask(void) {CreateTask();} protected: // ************************************************************************* // *** Constructor ***************************************************** // ************************************************************************* AppTask(uint16_t stk_size, uint8_t task_prio, const char name[], uint16_t queue_len = 0U, uint16_t queue_msg_size = 0U, void* task_msg_p = nullptr, uint32_t task_interval_ms = 0U) : ctrl_queue((queue_len + 2U), sizeof(CtrlQueueMsg)), task_queue(queue_len, queue_msg_size), task_msg_ptr(task_msg_p), timer(task_interval_ms, RtosTimer::REPEATING, TimerCallback, (void*)this), stack_size(stk_size), task_priority(task_prio), task_name(name) {}; // ************************************************************************* // *** Virtual destructor - prevent warning **************************** // ************************************************************************* virtual ~AppTask() {}; // ************************************************************************* // *** Create task function ******************************************** // ************************************************************************* // * This function creates new task in FreeRTOS, provide pointer to function // * and pointer to class as parameter. When TaskFunctionCallback() called // * from FreeRTOS, it use pointer to class from parameter to call virtual // * functions. void CreateTask(); // ************************************************************************* // *** Setup function ************************************************** // ************************************************************************* // * * virtual function - some tasks may not have Setup() actions virtual Result Setup() {return Result::RESULT_OK;} // ************************************************************************* // *** IntervalTimerExpired function *********************************** // ************************************************************************* // * Empty virtual function - some tasks may not have TimerExpired() actions virtual Result TimerExpired() {return Result::RESULT_OK;} // ************************************************************************* // *** ProcessMessage function ***************************************** // ************************************************************************* // * Empty virtual function - some tasks may not have ProcessMessage() actions virtual Result ProcessMessage() {return Result::RESULT_OK;} // ************************************************************************* // *** Loop function *************************************************** // ************************************************************************* // * Empty virtual function - some tasks may not have Loop() actions virtual Result Loop() {return Result::RESULT_OK;} // ************************************************************************* // *** SendTaskMessage function **************************************** // ************************************************************************* Result SendTaskMessage(const void* task_msg, bool is_priority = false); private: // Task control queue message types enum CtrlQueueMsgType { CTRL_TIMER_MSG, CTRL_TASK_QUEUE_MSG }; // Task control queue message struct struct CtrlQueueMsg { CtrlQueueMsgType type; }; // Task control queue RtosQueue ctrl_queue; // Task queue RtosQueue task_queue; // Pointer to receive message buffer void* task_msg_ptr; // Timer object RtosTimer timer; // Task stack size uint16_t stack_size; // Task priority uint8_t task_priority; // Pointer to the task name const char* task_name; // ************************************************************************* // *** IntLoop function ************************************************ // ************************************************************************* Result IntLoop(); // ************************************************************************* // *** TaskFunctionCallback ******************************************** // ************************************************************************* static void TaskFunctionCallback(void* ptr); // ************************************************************************* // *** IntervalTimerCallback function ********************************** // ************************************************************************* static void TimerCallback(void* ptr); // ************************************************************************* // *** SendControlMessage function ************************************* // ************************************************************************* Result SendControlMessage(const CtrlQueueMsg& ctrl_msg, bool is_priority = false); // ************************************************************************* // *** Change counter ************************************************** // ************************************************************************* static void ChangeCnt(bool is_up); // ************************************************************************* // *** Private constructor and assign operator - prevent copying ******* // ************************************************************************* AppTask(); AppTask(const AppTask&); AppTask& operator=(const AppTask&); }; #endif 
Código
 //****************************************************************************** // @file AppTask.cpp // @author Nicolai Shlapunov // // @details DevCore: Application Task Base Class, implementation // // @copyright Copyright (c) 2016, Devtronic & Nicolai Shlapunov // All rights reserved. // // @section SUPPORT // // Devtronic invests time and resources providing this open source code, // please support Devtronic and open-source hardware/software by // donations and/or purchasing products from Devtronic. // //****************************************************************************** // ***************************************************************************** // *** Includes ************************************************************ // ***************************************************************************** #include "AppTask.h" #include "RtosMutex.h" // ***************************************************************************** // *** Static variables **************************************************** // ***************************************************************************** static RtosMutex startup_mutex; static uint32_t startup_cnt = 0U; // ***************************************************************************** // *** Create task function ************************************************ // ***************************************************************************** void AppTask::CreateTask() { Result result = Result::RESULT_OK; // If interval timer period isn't zero or task queue present if((timer.GetTimerPeriod() != 0U) || (task_queue.GetQueueLen() != 0U)) { // Set Control Queue name ctrl_queue.SetName(task_name, "Ctrl"); // Create control queue result = ctrl_queue.Create(); } // If task queue present if(task_queue.GetQueueLen() != 0U) { // Set Task Queue name task_queue.SetName(task_name, "Task"); // Create task queue result |= task_queue.Create(); } // If interval timer period isn't zero if(timer.GetTimerPeriod() != 0U) { // Create timer result |= timer.Create(); } // Create task: function - TaskFunctionCallback(), parameter - pointer to "this" result |= Rtos::TaskCreate(TaskFunctionCallback, task_name, stack_size, this, task_priority); // Check result if(result.IsBad()) { // TODO: implement error handling Break(); } } // ***************************************************************************** // *** SendTaskMessage function ******************************************** // ***************************************************************************** Result AppTask::SendTaskMessage(const void* task_msg, bool is_priority) { Result result = Result::RESULT_OK; // Send task message to front or back of task queue if(is_priority == true) { result = task_queue.SendToFront(task_msg); } else { result = task_queue.SendToBack(task_msg); } // If successful - send message to the control queue if(result.IsGood()) { CtrlQueueMsg ctrl_msg; ctrl_msg.type = CTRL_TASK_QUEUE_MSG; result = SendControlMessage(ctrl_msg, is_priority); } return result; } // ***************************************************************************** // *** IntLoop function **************************************************** // ***************************************************************************** Result AppTask::IntLoop() { Result result = Result::RESULT_OK; while(result.IsGood()) { // Buffer for control message CtrlQueueMsg ctrl_msg; // Read on the control queue result = ctrl_queue.Receive(&ctrl_msg, timer.GetTimerPeriod() * 2U); // If successful if(result.IsGood()) { // Check message type switch(ctrl_msg.type) { case CTRL_TIMER_MSG: result = TimerExpired(); break; case CTRL_TASK_QUEUE_MSG: { // Non blocking read from the task queue result = task_queue.Receive(task_msg_ptr, 0U); // If successful if(result.IsGood()) { // Process it! result = ProcessMessage(); } break; } default: result = Result::ERR_INVALID_ITEM; break; } } } return result; } // ***************************************************************************** // *** TaskFunctionCallback ************************************************ // ***************************************************************************** void AppTask::TaskFunctionCallback(void* ptr) { Result result = Result::ERR_NULL_PTR; if(ptr != nullptr) { // Set good result result = Result::RESULT_OK; // Get reference to the task object AppTask& app_task = *(static_cast<AppTask*>(ptr)); // Increment counter before call Setup() ChangeCnt(true); // Call virtual Setup() function from AppTask class app_task.Setup(); // Decrement counter after call Setup() ChangeCnt(false); // Pause for give other tasks run Setup() RtosTick::DelayTicks(1U); // Pause while other tasks run Setup() before executing any Loop() while(startup_cnt) RtosTick::DelayTicks(1U); // If no timer or queue - just call Loop() function if((app_task.timer.GetTimerPeriod() == 0U) && (app_task.task_queue.GetQueueLen() == 0U)) { // Call virtual Loop() function from AppTask class while(app_task.Loop() == Result::RESULT_OK); } else { // Start task timer if needed if(app_task.timer.GetTimerPeriod() != 0U) { result = app_task.timer.Start(); } // Check result if(result.IsGood()) { // Call internal AppTask function result = app_task.IntLoop(); } // Stop task timer if needed if(app_task.timer.GetTimerPeriod() != 0U) { result |= app_task.timer.Stop(); } } } // Check result if(result.IsBad()) { // TODO: implement error handling Break(); } // Delete task after exit Rtos::TaskDelete(); } // ***************************************************************************** // *** TimerCallback function ********************************************** // ***************************************************************************** void AppTask::TimerCallback(void* ptr) { Result result = Result::ERR_NULL_PTR; if(ptr != nullptr) { // Get reference to the task object AppTask& task = *((AppTask*)ptr); // Create control timer message CtrlQueueMsg timer_msg; timer_msg.type = CTRL_TIMER_MSG; // Send message to the control queue result = task.SendControlMessage(timer_msg); } // Check result if(result.IsBad()) { // TODO: implement error handling Break(); } } // ***************************************************************************** // *** SendControlMessage function ***************************************** // ***************************************************************************** Result AppTask::SendControlMessage(const CtrlQueueMsg& ctrl_msg, bool is_priority) { Result result; if(is_priority == true) { result = ctrl_queue.SendToFront(&ctrl_msg); } else { result = ctrl_queue.SendToBack(&ctrl_msg); } return result; } // ***************************************************************************** // *** Change counter ****************************************************** // ***************************************************************************** void AppTask::ChangeCnt(bool is_up) { // Take semaphore before change counter startup_mutex.Lock(); // Check direction if(is_up == true) { // Increment counter startup_cnt++; } else { // Decrement counter startup_cnt--; } // Give semaphore after changes startup_mutex.Release(); } 

Classes herdadas podem substituir 4 funções virtuais:

  • Setup () é uma função chamada antes de iniciar uma tarefa. A conclusão do código é garantida em todas essas funções de todas as tarefas antes da execução dos ciclos principais.
  • Loop () - o principal ciclo de tarefas, onde a tarefa em si organiza o que deseja. Não pode ser usado em conjunto com as duas funções a seguir.
  • TimerExpired () - uma função chamada periodicamente com um determinado intervalo. Conveniente para implementar a pesquisa de um sensor, por exemplo.
  • ProcessMessage () - função para processar mensagens de outras tarefas.

As duas primeiras funções implementam o " estilo Arduino " para tarefas.

Os próximos dois implementam o sistema " evento ", simplificando a interação das tarefas. Com essa abordagem, a tarefa implementa uma interface externa na forma de funções que enviam dados de envio para a tarefa por meio de uma caixa de correio interna. Com essa abordagem, o usuário que usa essa interface não precisa se preocupar em que contexto as ações são executadas. É verdade que isso é possível apenas para levantadores ou equipes. Para getters, é melhor usar mutexes e cópia de dados para evitar a captura de mutex por um longo tempo.

Essa abordagem foi identificada quando eu estava desenvolvendo software para equipamentos médicos. O microcontrolador tem um cão de guarda e , no caso de muitas tarefas, você precisa acompanhar todas elas. Para isso, havia uma tarefa separada que atendia ao watchdog e recebia mensagens de outras tarefas enviadas da função TimerExpired (). Se durante o período de tempo da tarefa * n não houve mensagens, a tarefa morreu, apagamos a luz e tomamos medidas para desligar todas as glândulas que afetam o paciente.

Todas as tarefas são únicas, não é possível criá-las diretamente, mas é possível obter um link para a tarefa. Para fazer isso, cada tarefa implementa o método estático GetInstance () :

 // ***************************************************************************** // *** Get Instance ******************************************************** // ***************************************************************************** Application& Application::GetInstance(void) { static Application application; return application; } 

Também estão incluídas tarefas para saída de áudio , módulos de entrada e manutenção da tela.

A tarefa de saída de som é bastante simples - ela recebe uma série de frequências e durações e simplesmente altera periodicamente as configurações do temporizador para gerar pulsos retangulares de uma determinada frequência.

Cabeçalho
 //****************************************************************************** // @file SoundDrv.h // @author Nicolai Shlapunov // // @details DevCore: Sound Driver Class, header // // @section LICENSE // // Software License Agreement (Modified BSD License) // // Copyright (c) 2016, Devtronic & Nicolai Shlapunov // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // 3. Neither the name of the Devtronic nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // 4. Redistribution and use of this software other than as permitted under // this license is void and will automatically terminate your rights under // this license. // // THIS SOFTWARE IS PROVIDED BY DEVTRONIC ''AS IS'' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. // IN NO EVENT SHALL DEVTRONIC BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED // TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // @section SUPPORT // // Devtronic invests time and resources providing this open source code, // please support Devtronic and open-source hardware/software by // donations and/or purchasing products from Devtronic. // //****************************************************************************** #ifndef SoundDrv_h #define SoundDrv_h // ***************************************************************************** // *** Includes ************************************************************ // ***************************************************************************** #include "DevCfg.h" #include "AppTask.h" #include "RtosMutex.h" #include "RtosSemaphore.h" // ***************************************************************************** // *** Sound Driver Class. This class implement work with sound. *********** // ***************************************************************************** class SoundDrv : public AppTask { public: // ************************************************************************* // *** Get Instance **************************************************** // ************************************************************************* // * This class is singleton. For use this class you must call GetInstance() // * to receive reference to Sound Driver class static SoundDrv& GetInstance(void); // ************************************************************************* // *** Init Sound Driver Task ****************************************** // ************************************************************************* virtual void InitTask(TIM_HandleTypeDef *htm); // ************************************************************************* // *** Sound Driver Setup ********************************************** // ************************************************************************* virtual Result Setup(); // ************************************************************************* // *** Sound Driver Loop *********************************************** // ************************************************************************* virtual Result Loop(); // ************************************************************************* // *** Beep function *************************************************** // ************************************************************************* void Beep(uint16_t freq, uint16_t del, bool pause_after_play = false); // ************************************************************************* // *** Play sound function ********************************************* // ************************************************************************* void PlaySound(const uint16_t* melody, uint16_t size, uint16_t temp_ms = 100U, bool rep = false); // ************************************************************************* // *** Stop sound function ********************************************* // ************************************************************************* void StopSound(void); // ************************************************************************* // *** Mute sound function ********************************************* // ************************************************************************* void Mute(bool mute_flag); // ************************************************************************* // *** Is sound played function **************************************** // ************************************************************************* bool IsSoundPlayed(void); private: // Timer handle TIM_HandleTypeDef* htim = SOUND_HTIM; // Timer channel uint32_t channel = SOUND_CHANNEL; // Ticks variable uint32_t last_wake_ticks = 0U; // Pointer to table contains melody const uint16_t* sound_table = nullptr; // Size of table uint16_t sound_table_size = 0U; // Current position uint16_t sound_table_position = 0U; // Current frequency delay uint16_t current_delay = 0U; // Time for one frequency in ms uint32_t delay_ms = 100U; // Repeat flag bool repeat = false; // Mute flag bool mute = false; // Mutex to synchronize when playing melody frames RtosMutex melody_mutex; // Semaphore for start play sound RtosSemaphore sound_update; // ************************************************************************* // *** Process Button Input function *********************************** // ************************************************************************* void Tone(uint16_t freq); // ************************************************************************* // ** Private constructor. Only GetInstance() allow to access this class. ** // ************************************************************************* SoundDrv() : AppTask(SOUND_DRV_TASK_STACK_SIZE, SOUND_DRV_TASK_PRIORITY, "SoundDrv") {}; }; #endif 


A tarefa de manutenção dos módulos de água também é bastante simples. Dos pontos interessantes, o módulo é detectado automaticamente: primeiro, usando o ADC, medimos a tensão, se estiver na faixa de 25% a 75% da tensão de alimentação, um joystick analógico é inserido, caso contrário, botões ou um codificador. Se não for um joystick, verifique a quarta linha do módulo de E / S: se estiver em um nível alto, esses são os botões ( todos os botões são puxados para cima e, quando os botões são pressionados, estão fechados no chão ), se estiver baixo, é um codificador (um pequeno botão é "pressionado" no chão e quando pressionado fecha para poder ).

Cabeçalho
 //****************************************************************************** // @file InputDrv.h // @author Nicolai Shlapunov // // @details DevCore: Input Driver Class, header // // @section LICENSE // // Software License Agreement (Modified BSD License) // // Copyright (c) 2016, Devtronic & Nicolai Shlapunov // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // 3. Neither the name of the Devtronic nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // 4. Redistribution and use of this software other than as permitted under // this license is void and will automatically terminate your rights under // this license. // // THIS SOFTWARE IS PROVIDED BY DEVTRONIC ''AS IS'' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. // IN NO EVENT SHALL DEVTRONIC BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED // TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // @section SUPPORT // // Devtronic invests time and resources providing this open source code, // please support Devtronic and open-source hardware/software by // donations and/or purchasing products from Devtronic. // //****************************************************************************** #ifndef InputDrv_h #define InputDrv_h // ***************************************************************************** // *** Includes ************************************************************ // ***************************************************************************** #include "DevCfg.h" #include "AppTask.h" // ***************************************************************************** // * Input Driver Class. This class implement work with user input elements like // * buttons and encoders. class InputDrv : public AppTask { public: // ************************************************************************* // *** Enum with all buttons ******************************************* // ************************************************************************* typedef enum { EXT_LEFT, // Left ext port EXT_RIGHT, // Right ext port EXT_MAX // Ext port count } PortType; // ************************************************************************* // *** Enum with all devices types ************************************* // ************************************************************************* typedef enum { EXT_DEV_NONE, // No device EXT_DEV_BTN, // Buttons(cross) EXT_DEV_ENC, // Encoder EXT_DEV_JOY, // Joystick EXT_DEV_MAX // Device types count } ExtDeviceType; // ************************************************************************* // *** Enum with all buttons ******************************************* // ************************************************************************* typedef enum { BTN_UP, // Up button BTN_LEFT, // Left button BTN_DOWN, // Down button BTN_RIGHT, // Right button BTN_MAX // Buttons count } ButtonType; // ************************************************************************* // *** Enum with all encoder buttons *********************************** // ************************************************************************* typedef enum { ENC_BTN_ENT, // Press on the knob ENC_BTN_BACK, // Small button ENC_BTN_MAX // Buttons count } EncButtonType; // ************************************************************************* // *** Get Instance **************************************************** // ************************************************************************* // * This class is singleton. For use this class you must call GetInstance() // * to receive reference to Input Driver class static InputDrv& GetInstance(void); // ************************************************************************* // *** Init Input Driver Task ****************************************** // ************************************************************************* // * This function initialize Input Driver class. If htim provided, this // * timer will be used instead FreeRTOS task. virtual void InitTask(TIM_HandleTypeDef* htm, ADC_HandleTypeDef* had); // ************************************************************************* // *** Input Driver Setup ********************************************** // ************************************************************************* virtual Result Setup(); // ************************************************************************* // *** Input Driver Loop *********************************************** // ************************************************************************* // * If FreeRTOS task used, this function just call ProcessInput() with 1 ms // * period. If FreeRTOS tick is 1 ms - this task must have highest priority virtual Result Loop(); // ************************************************************************* // *** Process Input function ****************************************** // ************************************************************************* // * Main class function - must call periodically for process user input. // * If timer used, this function must be called from interrupt handler. void ProcessInput(void); // ************************************************************************* // *** Process Encoders Input function ********************************* // ************************************************************************* void ProcessEncodersInput(void); // ************************************************************************* // *** Get device type ************************************************* // ************************************************************************* ExtDeviceType GetDeviceType(PortType port); // ************************************************************************* // *** Get button state ************************************************ // ************************************************************************* // Return button state: true - pressed, false - unpressed bool GetButtonState(PortType port, ButtonType button); // ************************************************************************* // *** Get button state ************************************************ // ************************************************************************* // Return button state change flag: true - changed, false - not changed bool GetButtonState(PortType port, ButtonType button, bool& btn_state); // ************************************************************************* // *** Get encoder counts from last call ******************************* // ************************************************************************* // * Return state of encoder. Class counts encoder clicks and stored inside. // * This function substract from current encoder counter last_enc_val and // * return it to user. Before return last_enc_val will be assigned to // * current encoder counter. int32_t GetEncoderState(PortType port, int32_t& last_enc_val); // ************************************************************************* // *** Get button state ************************************************ // ************************************************************************* // Return button state: true - pressed, false - unpressed bool GetEncoderButtonState(PortType port, EncButtonType button); // ************************************************************************* // *** Get encoder button state **************************************** // ************************************************************************* // Return button state: true - pressed, false - unpressed bool GetEncoderButtonState(PortType port, EncButtonType button, bool& btn_state); // ************************************************************************* // *** Get joystick counts from last call ****************************** // ************************************************************************* void GetJoystickState(PortType port, int32_t& x, int32_t& y); // ************************************************************************* // *** SetJoystickCalibrationConsts ************************************ // ************************************************************************* // * Set calibration constants. Must be call for calibration joystick. void SetJoystickCalibrationConsts(PortType port, int32_t x_mid, int32_t x_kmin, int32_t x_kmax, int32_t y_mid, int32_t y_kmin, int32_t y_kmax); // ************************************************************************* // *** Get joystick button state *************************************** // ************************************************************************* // Return button state: true - pressed, false - unpressed bool GetJoystickButtonState(PortType port); // ************************************************************************* // *** Get joystick button state *************************************** // ************************************************************************* // Return button state: true - pressed, false - unpressed bool GetJoystickButtonState(PortType port, bool& btn_state); private: // How many cycles button must change state before state will be changed in // result returned by GetButtonState() function. For reduce debouncing const static uint32_t BUTTON_READ_DELAY = 4U; // Coefficient for calibration const static int32_t COEF = 100; // ADC max value - 12 bit const static int32_t ADC_MAX_VAL = 0xFFF; // Joystich threshold const static int32_t JOY_THRESHOLD = 1000; // Ticks variable uint32_t last_wake_ticks = 0U; // ************************************************************************* // *** Structure to describe button ************************************ // ************************************************************************* typedef struct { bool btn_state; // Button state returned by GetButtonState() function bool btn_state_tmp; // Temporary button state for reduce debouncing uint8_t btn_state_cnt; // Counter for reduce debouncing GPIO_TypeDef* button_port;// Button port uint16_t button_pin; // Button pin GPIO_PinState pin_state; // High/low on input treated as pressed } ButtonProfile; // ************************************************************************* // *** Structure to describe encoder *********************************** // ************************************************************************* typedef struct { // Encoder rotation int32_t enc_cnt; // Encoder counter uint8_t enc_state; // Current state of encder clock & data pins GPIO_TypeDef* enc_clk_port; // Encoder clock port uint16_t enc_clk_pin; // Encoder clock pin GPIO_TypeDef* enc_data_port;// Encoder data port uint16_t enc_data_pin; // Encoder data pin } EncoderProfile; // ************************************************************************* // *** Structure to describe joysticks ********************************* // ************************************************************************* typedef struct { int32_t x_ch_val; // Joystick X axis value uint32_t x_channel; // Joystick X axis ADC channel GPIO_TypeDef* x_port; // Joystick X axis port uint16_t x_pin; // Joystick X axis pin int32_t bx; // Joystick X offset int32_t kxmin; // Joystick X coefficient int32_t kxmax; // Joystick X coefficient bool x_inverted; // Joystick X inverted flag int32_t y_ch_val; // Joystick Y axis value uint32_t y_channel; // Joystick Y axis ADC channel GPIO_TypeDef* y_port; // Joystick Y axis port uint16_t y_pin; // Joystick Y axis pin int32_t by; // Joystick Y offset int32_t kymin; // Joystick Y coefficient int32_t kymax; // Joystick Y coefficient bool y_inverted; // Joystick Y inverted flag } JoystickProfile; // ************************************************************************* // *** Structure to describe encoders ********************************** // ************************************************************************* typedef struct { EncoderProfile enc; ButtonProfile btn[ENC_BTN_MAX]; } DevEncoders; // ************************************************************************* // *** Structure to describe encoders ********************************** // ************************************************************************* typedef struct { JoystickProfile joy; ButtonProfile btn; } DevJoysticks; // ************************************************************************* // *** Structure to describe buttons *********************************** // ************************************************************************* typedef struct { ButtonProfile button[BTN_MAX]; } DevButtons; // *** Array describes types of connected devices *********************** ExtDeviceType devices[EXT_MAX]; // *** Structures array for describe buttons inputs ********************* DevButtons buttons[EXT_MAX] = { // Left device {{{false, false, 0, EXT_L1_GPIO_Port, EXT_L1_Pin, GPIO_PIN_RESET}, {false, false, 0, EXT_L2_GPIO_Port, EXT_L2_Pin, GPIO_PIN_RESET}, {false, false, 0, EXT_L3_GPIO_Port, EXT_L3_Pin, GPIO_PIN_RESET}, {false, false, 0, EXT_L4_GPIO_Port, EXT_L4_Pin, GPIO_PIN_RESET}}}, // Right device {{{false, false, 0, EXT_R1_GPIO_Port, EXT_R1_Pin, GPIO_PIN_RESET}, {false, false, 0, EXT_R2_GPIO_Port, EXT_R2_Pin, GPIO_PIN_RESET}, {false, false, 0, EXT_R3_GPIO_Port, EXT_R3_Pin, GPIO_PIN_RESET}, {false, false, 0, EXT_R4_GPIO_Port, EXT_R4_Pin, GPIO_PIN_RESET}}} }; // *** Structures array for describe encoders inputs ******************** DevEncoders encoders[EXT_MAX] = { // Left device {{0, 0, EXT_L1_GPIO_Port, EXT_L1_Pin, EXT_L2_GPIO_Port, EXT_L2_Pin}, // Encoder {{false, false, 0, EXT_L3_GPIO_Port, EXT_L3_Pin, GPIO_PIN_RESET}, // Button Enter {false, false, 0, EXT_L4_GPIO_Port, EXT_L4_Pin, GPIO_PIN_SET}}}, // Button Back // Right device {{0, 0, EXT_R1_GPIO_Port, EXT_R1_Pin, EXT_R2_GPIO_Port, EXT_R2_Pin}, // Encoder {{false, false, 0, EXT_R3_GPIO_Port, EXT_R3_Pin, GPIO_PIN_RESET}, // Button Enter {false, false, 0, EXT_R4_GPIO_Port, EXT_R4_Pin, GPIO_PIN_SET}}} // Button Back }; // *** Structures array for describe encoders inputs ******************** DevJoysticks joysticks[EXT_MAX] = { // Left device {{0, ADC_CHANNEL_11, EXT_L2_GPIO_Port, EXT_L2_Pin, 0, COEF, COEF, false, // Joystick 0, ADC_CHANNEL_10, EXT_L1_GPIO_Port, EXT_L1_Pin, 0, COEF, COEF, true}, {false, false, 0, EXT_L3_GPIO_Port, EXT_L3_Pin, GPIO_PIN_RESET}}, // Button // Right device {{0, ADC_CHANNEL_13, EXT_R2_GPIO_Port, EXT_R2_Pin, 0, COEF, COEF, false, // Joystick 0, ADC_CHANNEL_12, EXT_R1_GPIO_Port, EXT_R1_Pin, 0, COEF, COEF, true}, {false, false, 0, EXT_R3_GPIO_Port, EXT_R3_Pin, GPIO_PIN_RESET}} // Button }; // Handle to timer used for process encoders input TIM_HandleTypeDef* htim = nullptr; // Handle to timer used for process encoders input ADC_HandleTypeDef* hadc = nullptr; // ************************************************************************* // *** Process Button Input function *********************************** // ************************************************************************* void ProcessButtonInput(ButtonProfile& button); // ************************************************************************* // *** Process Encoder Input function ********************************** // ************************************************************************* void ProcessEncoderInput(EncoderProfile& encoder); // ************************************************************************* // *** Process Joystick Input function ********************************* // ************************************************************************* void ProcessJoystickInput(JoystickProfile& joysticks, PortType port); // ************************************************************************* // *** Emulate buttons using joystick function ************************* // ************************************************************************* void EmulateButtonsByJoystick(PortType port); // ************************************************************************* // *** Emulate encoders using buttons function ************************* // ************************************************************************* void EmulateEncodersByButtons(PortType port); // ************************************************************************* // *** Configure inputs devices types ********************************** // ************************************************************************* ExtDeviceType DetectDeviceType(PortType port); // ************************************************************************* // *** Configure ADC *************************************************** // ************************************************************************* void ConfigADC(ExtDeviceType dev_left, ExtDeviceType dev_right); // ************************************************************************* // *** Configure inputs for read digital/analog data ******************* // ************************************************************************* void ConfigInputIO(bool is_digital, PortType port); // ************************************************************************* // ** Private constructor. Only GetInstance() allow to access this class. ** // ************************************************************************* InputDrv() : AppTask(INPUT_DRV_TASK_STACK_SIZE, INPUT_DRV_TASK_PRIORITY, "InputDrv") {}; }; #endif 

A tarefa de manutenção da tela é a tarefa mais interessante. Para começar, a tela tem 320x240x16bit, portanto, você precisa de 153600 bytes para o buffer de quadros . Isso não é apenas muito, é simplesmente enorme - neste microcontrolador há apenas 192k de RAM e, nos microcontroladores, pode ser mais fácil não ter o tamanho certo. Como ser A resposta é simples: desenhe a tela em partes! Mas você pode desenhar algo de maneiras diferentes ...

A solução que eu apliquei para esta tarefa é como tudo engenhoso. Possui um buffer em duas linhas da tela. Em uma linha, desenhamos tudo o que deveria ser, enviamos para a tela via SPI no modo DMA e, neste momento, podemos preparar outra linha.

Como a tarefa sabe o que deve estar na linha e como desenhá-la? Mas ela não sabe!Mas ela tem uma lista de objetos que sabem como se desenhar. Cada um desses objetos é herdado da classe VisObject .

Cabeçalho
 //****************************************************************************** // @file VisObject.h // @author Nicolai Shlapunov // // @details DevCore: Visual Object Base Class, header // // @section LICENSE // // Software License Agreement (BSD License) // // Copyright (c) 2016, Devtronic & Nicolai Shlapunov // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // 1. Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // 3. Neither the name of the Devtronic nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY DEVTRONIC ''AS IS'' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. // IN NO EVENT SHALL DEVTRONIC BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED // TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // //****************************************************************************** #ifndef VisObject_h #define VisObject_h // ***************************************************************************** // *** Includes ************************************************************ // ***************************************************************************** #include "DevCfg.h" // ***************************************************************************** // * VisObject class. This class implements base Visual Objects properties. class VisObject { public: // ************************************************************************* // *** Action ********************************************************** // ************************************************************************* typedef enum { ACT_TOUCH, // When object touched ACT_UNTOUCH, // When object detouched ACT_MOVE, // When object moved on object ACT_MOVEIN, // When object moved in to object ACT_MOVEOUT, // When object moved out of object ACT_MAX // Total possible actions } ActionType; // ************************************************************************* // *** VisObject ******************************************************* // ************************************************************************* VisObject() {}; // ************************************************************************* // *** ~VisObject ****************************************************** // ************************************************************************* // * Destructor. Call DelVisObjectFromList() from DisplayDrv class for // * remove from list before delete and delete semaphore. virtual ~VisObject(); // ************************************************************************* // *** LockVisObject *************************************************** // ************************************************************************* void LockVisObject(); // ************************************************************************* // *** UnlockVisObject ************************************************* // ************************************************************************* void UnlockVisObject(); // ************************************************************************* // *** Show ************************************************************ // ************************************************************************* // * Show VisObject on screen. This function call AddVisObjectToList() from // * DisplayDrv class. When this function calls first time, user must // * provide Z level. In future user can call this function without // * parameters - previously set Z will be used. virtual void Show(uint32_t z_pos = 0); // ************************************************************************* // *** Hide ************************************************************ // ************************************************************************* // * Hide VisObject from screen. This function call DelVisObjectFromList() // * from DisplayDrv class. virtual void Hide(void); // ************************************************************************* // *** IsShow ********************************************************** // ************************************************************************* // * Check status of Show Visual Object. Return true if object in DisplayDrv list. virtual bool IsShow(void); // ************************************************************************* // *** Move ************************************************************ // ************************************************************************* // * Move object on screen. Set new x and y coordinates. If flag is set - // * move is relative, not absolute. virtual void Move(int32_t x, int32_t y, bool is_delta = false); // ************************************************************************* // *** DrawInBufH ****************************************************** // ************************************************************************* // * Draw one horizontal line of object in specified buffer. // * Each derived class must implement this function. virtual void DrawInBufH(uint16_t* buf, int32_t n, int32_t row, int32_t start_y = 0) = 0; // ************************************************************************* // *** DrawInBufW ****************************************************** // ************************************************************************* // * Draw one vertical line of object in specified buffer. // * Each derived class must implement this function. virtual void DrawInBufW(uint16_t* buf, int32_t n, int32_t line, int32_t start_x = 0) = 0; // ************************************************************************* // *** Action ********************************************************** // ************************************************************************* virtual void Action(ActionType action, int32_t tx, int32_t ty); // ************************************************************************* // *** Return Start X coordinate *************************************** // ************************************************************************* virtual int32_t GetStartX(void) {return x_start;}; // ************************************************************************* // *** Return Start Y coordinate *************************************** // ************************************************************************* virtual int32_t GetStartY(void) {return y_start;}; // ************************************************************************* // *** Return End X coordinate ***************************************** // ************************************************************************* virtual int32_t GetEndX(void) {return x_end;}; // ************************************************************************* // *** Return End Y coordinate ***************************************** // ************************************************************************* virtual int32_t GetEndY(void) {return y_end;}; // ************************************************************************* // *** Return Width of object ****************************************** // ************************************************************************* virtual int32_t GetWidth(void) {return width;}; // ************************************************************************* // *** Return Height of object ***************************************** // ************************************************************************* virtual int32_t GetHeight(void) {return height;}; protected: // ************************************************************************* // *** Object parameters *********************************************** // ************************************************************************* // X and Y start coordinates of object int16_t x_start = 0, y_start = 0; // X and Y end coordinates of object int16_t x_end = 0, y_end = 0; // Width and Height of object int16_t width = 0, height = 0; // Rotation of object int8_t rotation = 0; // Object active bool active = false; private: // ************************************************************************* // *** Object parameters *********************************************** // ************************************************************************* // * Only base class and DisplayDrv have access to this parameters // Z position of object uint16_t z = 0; // Pointer to next object. This pointer need to maker object list. Object // can be added only to one list. VisObject* p_next = nullptr; // Pointer to next object. This pointer need to maker object list. Object // can be added only to one list. VisObject* p_prev = nullptr; // DisplayDrv is friend for access to pointers and Z friend class DisplayDrv; }; #endif 

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GitHub : https://github.com/nickshl/devboy

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Source: https://habr.com/ru/post/pt424309/


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