/* * (C) Copyright 2014 Aurélien Rodot. All rights reserved. * * This file is part of the Gamebuino Library (http://gamebuino.com) * * The Gamebuino Library is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see */ #include "Gamebuino.h" const uint16_t startupSound[] PROGMEM = {0x0005,0x3089,0x208,0x238,0x7849,0x1468,0x0000}; // a 3x5 font table extern const uint8_t font3x5[] PROGMEM; const uint8_t gamebuinoLogo[] PROGMEM = { 84,10, //width and height B00000011, B11100001, B10000001, B10000110, B01111111, B00111110, B00011000, B01101101, B10000011, B00001111, B00001111, B00001110, B00000001, B10000011, B10000110, B01100000, B00110011, B00011000, B01101101, B11000011, B00011001, B10001111, B00011000, B00000011, B11000011, B10001110, B01100000, B00110011, B00011000, B01101101, B11100011, B00110000, B11001111, B00011000, B00000011, B11000011, B10011110, B01100000, B00110110, B00110000, B11001101, B11100011, B01100000, B11001111, B00110000, B00000110, B11000111, B10011110, B01111110, B00111110, B00110000, B11001101, B10110011, B01100000, B11001111, B00110000, B00001100, B11000110, B11110110, B01100000, B00110011, B00110000, B11011001, B10110110, B01100000, B11001111, B00110011, B11001111, B11001100, B11110110, B01100000, B01100001, B10110000, B11011011, B00011110, B01100000, B11001111, B00110000, B11011000, B01101100, B11100110, B11000000, B01100001, B10110000, B11011011, B00011110, B01100001, B10001111, B00011001, B10011000, B01101100, B11000110, B11000000, B01100011, B10110001, B10011011, B00001110, B00110011, B00001111, B00001111, B10110000, B01111000, B11000110, B11111111, B01111110, B00011111, B00011011, B00000110, B00011110, B00001111, }; void Gamebuino::begin() { timePerFrame = 50; //nextFrameMillis = 0; //frameCount = 0; frameEndMicros = 1; startMenuTimer = 255; //read default settings from flash memory (set using settings.hex) readSettings(); //init everything backlight.begin(); backlight.set(BACKLIGHT_MAX); buttons.begin(); buttons.update(); battery.begin(); display.begin(SCR_CLK, SCR_DIN, SCR_DC, SCR_CS, SCR_RST); sound.begin(); //mute when B is held during start up or if battery is low battery.update(); if(buttons.pressed(BTN_B) || (battery.level == 0)){ sound.setVolume(0); } else{ //play the startup sound on each channel for it to be louder #if(NUM_CHANNELS > 0) sound.playPattern(startupSound, 0); #endif #if(NUM_CHANNELS > 1) sound.playPattern(startupSound, 1); #endif #if(NUM_CHANNELS > 2) sound.playPattern(startupSound, 2); #endif #if(NUM_CHANNELS > 3) sound.playPattern(startupSound, 3); #endif } } void Gamebuino::titleScreen(const __FlashStringHelper* name){ titleScreen(name, 0); } void Gamebuino::titleScreen(const uint8_t* logo){ titleScreen(F(""), logo); } void Gamebuino::titleScreen(){ titleScreen(F("")); } void Gamebuino::titleScreen(const __FlashStringHelper* name, const uint8_t *logo){ if(startMenuTimer){ display.fontSize = 1; display.textWrap = false; display.persistence = false; battery.show = false; display.setColor(BLACK); while(1){ if(update()){ uint8_t logoOffset = pgm_read_byte(name)?display.fontHeight:0; //add an offset the logo when there is a name to display //draw graphics #if LCDWIDTH == LCDWIDTH_NOROT display.drawBitmap(0,0, gamebuinoLogo); if(logo){ display.drawBitmap(0, 12+logoOffset, logo); } display.cursorX = 0; display.cursorY = 12; #else display.drawBitmap(7,0, gamebuinoLogo); display.drawBitmap(-41,12,gamebuinoLogo); if(logo){ display.drawBitmap(0, 24+logoOffset, logo); } display.cursorX = 0; display.cursorY = 24; #endif display.print(name); //A button display.cursorX = LCDWIDTH - display.fontWidth*3 -1; display.cursorY = LCDHEIGHT - display.fontHeight*3 - 3; if((frameCount/16)%2) display.println(F("\25 \20")); else display.println(F("\25\20 ")); //B button display.cursorX = LCDWIDTH - display.fontWidth*3 - 1; display.cursorY++; if(sound.globalVolume) display.println(F("\26\23\24")); else display.println(F("\26\23x")); //C button display.cursorX = LCDWIDTH - display.fontWidth*3 - 1; display.cursorY++; display.println(F("\27SD")); //toggle volume when B is pressed if(buttons.pressed(BTN_B)){ sound.setVolume(sound.getVolume() + 1); sound.playTick(); } //leave the menu if(buttons.pressed(BTN_A) || ((frameCount>=startMenuTimer)&&(startMenuTimer != 255))){ startMenuTimer = 255; //don't automatically skip the title screen next time it's displayed sound.stopPattern(0); sound.playOK(); break; } //flash the loader if(buttons.pressed(BTN_C)) changeGame(); } } battery.show = true; } } boolean Gamebuino::update() { if (((nextFrameMillis - millis()) > timePerFrame) && frameEndMicros) { //if time to render a new frame is reached and the frame end has ran once nextFrameMillis = millis() + timePerFrame; frameCount++; frameEndMicros = 0; frameStartMicros = micros(); backlight.update(); buttons.update(); battery.update(); return true; } else { if (!frameEndMicros) { //runs once at the end of the frame //increase volume shortcut : hold C + press B if(buttons.repeat(BTN_C, 1) && buttons.pressed(BTN_B)){ sound.setVolume(sound.getVolume() + 1); popup(F("\027+\026 \23\24"), 60); sound.playTick(); } //flash loader shortcut : hold C + A if(buttons.repeat(BTN_C, 1) && buttons.pressed(BTN_A)){ popup(F("\027+\025 \020 LOADER"), 60); } if(buttons.repeat(BTN_C, 1) && buttons.held(BTN_A,40)){ changeGame(); } sound.updateTrack(); sound.updatePattern(); sound.updateNote(); updatePopup(); displayBattery(); display.update(); //send the buffer to the screen if(!display.persistence) display.clear(); //clear the buffer frameEndMicros = micros(); //measure the frame's end time frameDurationMicros = frameEndMicros - frameStartMicros; // display.setTextColor(BLACK); // display.setCursor(0, 40); // display.print(frameDurationMicros / timePerFrame); // display.print(" "); // display.print(2048 - freeRam()); // display.setCursor(0, 32); // display.print("CPU:"); // display.print(frameDurationMicros / timePerFrame); // display.println("/1000"); // display.print("RAM:"); // display.print(2048 - freeRam()); // display.println("/2048"); } return false; } } void Gamebuino::setFrameRate(uint8_t fps) { timePerFrame = 1000 / fps; sound.prescaler = fps / 20; sound.prescaler = max(1, sound.prescaler); } void Gamebuino::pickRandomSeed(){ randomSeed(~battery.voltage * ~micros() * ~micros() + backlight.ambientLight + micros()); } uint8_t Gamebuino::getCpuLoad(){ return(frameDurationMicros/(10*timePerFrame)); } uint16_t Gamebuino::getFreeRam() { //from http://www.controllerprojects.com/2011/05/23/determining-sram-usage-on-arduino/ extern int __heap_start, *__brkval; int v; return (int) &v - (__brkval == 0 ? (int) &__heap_start : (int) __brkval); } int8_t Gamebuino::menu(const char* const* items, uint8_t length) { #if (ENABLE_GUI > 0) display.persistence = false; int8_t activeItem = 0; int8_t currentY = LCDHEIGHT; int8_t targetY = 0; boolean exit = false; int8_t answer = -1; while (1) { if (update()) { if (buttons.pressed(BTN_A) || buttons.pressed(BTN_B) || buttons.pressed(BTN_C)) { exit = true; //time to exit menu ! targetY = - display.fontHeight * length - 2; //send the menu out of the screen if (buttons.pressed(BTN_A)) { answer = activeItem; sound.playOK(); } else { sound.playCancel(); } } if (exit == false) { if (buttons.repeat(BTN_DOWN,4)) { activeItem++; sound.playTick(); } if (buttons.repeat(BTN_UP,4)) { activeItem--; sound.playTick(); } //don't go out of the menu if (activeItem == length) activeItem = 0; if (activeItem < 0) activeItem = length - 1; targetY = -display.fontHeight * activeItem + (display.fontHeight+4); //center the menu on the active item } else { //exit : if ((currentY - targetY) <= 1) return (answer); } //draw a fancy menu currentY = (currentY + targetY) / 2; display.cursorX = 0; display.cursorY = currentY; display.fontSize = 1; display.textWrap = false; for (byte i = 0; i < length; i++) { if (i == activeItem){ display.cursorX = 3; display.cursorY = currentY + display.fontHeight * activeItem; } display.println((const __FlashStringHelper*)pgm_read_word(items+i)); } //display.fillRect(0, currentY + 3 + 8 * activeItem, 2, 2, BLACK); display.setColor(WHITE); display.drawFastHLine(0, currentY + display.fontHeight * activeItem - 1, LCDWIDTH); display.setColor(BLACK); display.drawRoundRect(0, currentY + display.fontHeight * activeItem - 2, LCDWIDTH, (display.fontHeight+3), 3); } } #else return 0; #endif } void Gamebuino::keyboard(char* text, uint8_t length) { #if (ENABLE_GUI > 0) display.persistence = false; //memset(text, 0, length); //clear the text text[length-1] = '\0'; //active character in the typing area int8_t activeChar = 0; //selected char on the keyboard int8_t activeX = 0; int8_t activeY = 2; //position of the keyboard on the screen int8_t currentX = LCDWIDTH; int8_t currentY = LCDHEIGHT; int8_t targetX = 0; int8_t targetY = 0; while (1) { if (update()) { //move the character selector if (buttons.repeat(BTN_DOWN, 4)) { activeY++; sound.playTick(); } if (buttons.repeat(BTN_UP, 4)) { activeY--; sound.playTick(); } if (buttons.repeat(BTN_RIGHT, 4)) { activeX++; sound.playTick(); } if (buttons.repeat(BTN_LEFT, 4)) { activeX--; sound.playTick(); } //don't go out of the keyboard if (activeX == KEYBOARD_W) activeX = 0; if (activeX < 0) activeX = KEYBOARD_W - 1; if (activeY == KEYBOARD_H) activeY = 0; if (activeY < 0) activeY = KEYBOARD_H - 1; //set the keyboard position on screen targetX = -(display.fontWidth+1) * activeX + LCDWIDTH / 2 - 3; targetY = -(display.fontHeight+1) * activeY + LCDHEIGHT / 2 - 4 - display.fontHeight; //smooth the keyboard displacement currentX = (targetX + currentX) / 2; currentY = (targetY + currentY) / 2; //type character if (buttons.pressed(BTN_A)) { if (activeChar < (length-1)) { byte thisChar = activeX + KEYBOARD_W * activeY; if((thisChar == 0)||(thisChar == 10)||(thisChar == 13)) //avoid line feed and carriage return continue; text[activeChar] = thisChar; text[activeChar+1] = '\0'; } activeChar++; sound.playOK(); if (activeChar > length) activeChar = length; } //erase character if (buttons.pressed(BTN_B)) { activeChar--; sound.playCancel(); if (activeChar >= 0) text[activeChar] = 0; else activeChar = 0; } //leave menu if (buttons.pressed(BTN_C)) { sound.playOK(); while (1) { if (update()) { //display.setCursor(0,0); display.println(F("You entered\n")); display.print(text); display.println(F("\n\n\n\x15:okay \x16:edit")); if(buttons.pressed(BTN_A)){ sound.playOK(); return; } if(buttons.pressed(BTN_B)){ sound.playCancel(); break; } } } } //draw the keyboard for (int8_t y = 0; y < KEYBOARD_H; y++) { for (int8_t x = 0; x < KEYBOARD_W; x++) { display.drawChar(currentX + x * (display.fontWidth+1), currentY + y * (display.fontHeight+1), x + y * KEYBOARD_W, 1); } } //draw instruction display.cursorX = currentX-display.fontWidth*6-2; display.cursorY = currentY+1*(display.fontHeight+1); display.print(F("\25type")); display.cursorX = currentX-display.fontWidth*6-2; display.cursorY = currentY+2*(display.fontHeight+1); display.print(F("\26back")); display.cursorX = currentX-display.fontWidth*6-2; display.cursorY = currentY+3*(display.fontHeight+1); display.print(F("\27save")); //erase some pixels around the selected character display.setColor(WHITE); display.drawFastHLine(currentX + activeX * (display.fontWidth+1) - 1, currentY + activeY * (display.fontHeight+1) - 2, 7); //draw the selection rectangle display.setColor(BLACK); display.drawRoundRect(currentX + activeX * (display.fontWidth+1) - 2, currentY + activeY * (display.fontHeight+1) - 3, (display.fontWidth+2)+(display.fontWidth-1)%2, (display.fontHeight+5), 3); //draw keyboard outline //display.drawRoundRect(currentX - 6, currentY - 6, KEYBOARD_W * (display.fontWidth+1) + 12, KEYBOARD_H * (display.fontHeight+1) + 12, 8, BLACK); //text field display.drawFastHLine(0, LCDHEIGHT-display.fontHeight-2, LCDWIDTH); display.setColor(WHITE); display.fillRect(0, LCDHEIGHT-display.fontHeight-1, LCDWIDTH, display.fontHeight+1); //typed text display.cursorX = 0; display.cursorY = LCDHEIGHT-display.fontHeight; display.setColor(BLACK); display.print(text); //blinking cursor if (((frameCount % 8) < 4) && (activeChar < (length-1))) display.drawChar(display.fontWidth * activeChar, LCDHEIGHT-display.fontHeight, '_',1); } } #endif } void Gamebuino::popup(const __FlashStringHelper* text, uint8_t duration){ #if (ENABLE_GUI > 0) popupText = text; popupTimeLeft = duration+12; #endif } void Gamebuino::updatePopup(){ #if (ENABLE_GUI > 0) if (popupTimeLeft){ uint8_t yOffset = 0; if(popupTimeLeft<12){ yOffset = 12-popupTimeLeft; } display.fontSize = 1; display.setColor(WHITE); display.fillRoundRect(0,LCDHEIGHT-display.fontHeight+yOffset-3,84,display.fontHeight+3,3); display.setColor(BLACK); display.drawRoundRect(0,LCDHEIGHT-display.fontHeight+yOffset-3,84,display.fontHeight+3,3); display.cursorX = 4; display.cursorY = LCDHEIGHT-display.fontHeight+yOffset-1; display.print(popupText); popupTimeLeft--; } #endif } void Gamebuino::displayBattery(){ #if (ENABLE_BATTERY > 0) if(battery.thresholds[0] == 0) return; display.setColor(BLACK, WHITE); display.cursorX = LCDWIDTH-display.fontWidth+1; display.cursorY = 0; byte count = 168; switch(battery.level){ case 0://battery critic, power down sound.stopPattern(); display.fontSize = 1; display.setFont(font3x5); battery.thresholds[0] = 0; //disable the battery monitoring to avoid infinite recursive loop display.persistence = false; while(1){ if(update()){ display.print(F("LOW BATTERY! ")); display.print(battery.voltage); display.print(F("mV\n\nPLEASE TURN OFF ")); display.print(count/16); display.print(F("\n\n\25:Ignore")); if(buttons.pressed(BTN_A)){ //ignore the message and disable the battery monitoring break; } count--; if(count == 0){ //put the Gamebuino to sleep if no action is taken backlight.set(0); set_sleep_mode(SLEEP_MODE_PWR_DOWN); sleep_enable(); sleep_mode(); sleep_disable(); } } } break; case 1: //empty battery if((frameCount % 16) < 8) display.print('\7'); //blinking battery else display.print('x'); break; case 2://low battery case 3://full battery case 4://full battery if(battery.show){ display.print(char(5+battery.level)); } break; default: if(battery.show){ display.print('/'); } break; } #endif } void Gamebuino::changeGame(){ display.clear(); display.print(F("\35 Flashing\n loader...\n\nDON'T TURN OFF!")); display.update(); //SPSR &= ~(1 << SPI2X); //clear SPI speed x2 for compatibility issues SPI.setClockDivider(SPI_CLOCK_DIV128); load_game("LOADER"); display.persistence = false; display.println(F("\nNo SD card or\nno LOADER.HEX\n\n\25:Exit")); display.update(); while(1){ buttons.update(); if(buttons.pressed(BTN_A)) break; delay(50); } } boolean Gamebuino::settingsAvailable(){ if(pgm_read_word(SETTINGS_PAGE) == SETTINGS_TOKEN) return true; else return false; } void Gamebuino::readSettings(){ if(settingsAvailable()){ display.contrast = pgm_read_byte(SETTINGS_PAGE+OFFSET_CONTRAST); backlight.backlightMin = pgm_read_byte(SETTINGS_PAGE+OFFSET_BACKLIGHT_MIN); backlight.backlightMax = pgm_read_byte(SETTINGS_PAGE+OFFSET_BACKLIGHT_MAX); backlight.ambientLightMin = pgm_read_word(SETTINGS_PAGE+OFFSET_LIGHT_MIN); backlight.ambientLightMax = pgm_read_word(SETTINGS_PAGE+OFFSET_LIGHT_MAX); //sound.volumeMax = pgm_read_byte(SETTINGS_PAGE+OFFSET_VOLUME_MAX); sound.volumeMax = VOLUME_GLOBAL_MAX; //max volume is no longer read from settings sound.globalVolume = pgm_read_byte(SETTINGS_PAGE+OFFSET_VOLUME_DEFAULT); startMenuTimer = pgm_read_byte(SETTINGS_PAGE+OFFSET_START_MENU_TIMER); battery.thresholds[0] = pgm_read_word(SETTINGS_PAGE+OFFSET_BATTERY_CRITIC); battery.thresholds[1] = pgm_read_word(SETTINGS_PAGE+OFFSET_BATTERY_LOW); battery.thresholds[2] = pgm_read_word(SETTINGS_PAGE+OFFSET_BATTERY_MED); battery.thresholds[3] = pgm_read_word(SETTINGS_PAGE+OFFSET_BATTERY_FULL); } else{ display.contrast = SCR_CONTRAST; backlight.backlightMin = BACKLIGHT_MIN; backlight.backlightMax = BACKLIGHT_MAX; backlight.ambientLightMin = AMBIENTLIGHT_MIN; backlight.ambientLightMax = AMBIENTLIGHT_MAX; sound.volumeMax = VOLUME_GLOBAL_MAX; sound.globalVolume = VOLUME_GLOBAL_MAX; startMenuTimer = START_MENU_TIMER; battery.thresholds[0] = BAT_LVL_CRITIC; battery.thresholds[1] = BAT_LVL_LOW; battery.thresholds[2] = BAT_LVL_MED; battery.thresholds[3] = BAT_LVL_FULL; } } void Gamebuino::getDefaultName(char* string){ if(settingsAvailable()){ for(byte i=0; i=x2)&&(x1=y2)&&(y1= x1+w1 || x2+w2 <= x1 || y2 >= y1+h1 || y2+h2 <= y1 ); } boolean Gamebuino::collideBitmapBitmap(int16_t x1, int16_t y1, const uint8_t* b1, int16_t x2, int16_t y2, const uint8_t* b2){ int16_t w1 = pgm_read_byte(b1); int16_t h1 = pgm_read_byte(b1 + 1); int16_t w2 = pgm_read_byte(b2); int16_t h2 = pgm_read_byte(b2 + 1); if(collideRectRect(x1, y1, w1, h1, x2, y2, w2, h2) == false){ return false; } int16_t xmin = (x1>=x2)? 0 : x2-x1; int16_t ymin = (y1>=y2)? 0 : y2-y1; int16_t xmax = (x1+w1>=x2+w2)? x2+w2-x1 : w1; int16_t ymax = (y1+h1>=y2+h2)? y2+h2-y1 : h1; for(uint8_t y = ymin; y < ymax; y++){ for(uint8_t x = xmin; x < xmax; x++){ if(display.getBitmapPixel(b1, x, y) && display.getBitmapPixel(b2, x1+x-x2, y1+y-y2)){ return true; } } } return false; }