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CHESS_CLOCK4DIGIT.ino
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529 lines (490 loc) · 14 KB
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//#include <TM1637Display.h>
#include <TM1637TinyDisplay6.h>
#include <avdweb_Switch.h>
#include <LiquidCrystal_I2C.h>
#include <FrequencyTimer2.h>
#include <EEPROM.h> // TODO: save custom (slots?)
TM1637TinyDisplay6 display0(2, 3);
TM1637TinyDisplay6 display1(4, 5);
// Use 470 ohm resistor for the LEDs...
int ledPin0 = 11;
int ledPin1 = 10;
Switch switch0(6, INPUT_PULLUP, LOW, 12);
Switch switch1(12, INPUT_PULLUP, LOW, 12);
Switch switchLeft(7, INPUT_PULLUP, LOW, 12);
Switch switchRight(8, INPUT_PULLUP, LOW, 12);
Switch switchPause(9, INPUT_PULLUP, LOW, 12);
LiquidCrystal_I2C lcd(0x27, 16, 2);
String Lcd_Lines[2];
bool LcdQueued = false;
unsigned long last_ms_tick;
struct TimeValue {
long hours;
long minutes;
long seconds;
long milliseconds;
};
enum Phase {
Playing = 0,
SettingUp,
Done
};
enum SetupState {
None = 0,
BaseHours,
BaseMinutes,
BaseSeconds,
IncrementSeconds,
DelaySeconds,
AllDone,
};
struct Preset {
String name;
long base_ms;
long increment;
long delay;
};
Preset CustomPresets[2];
const int PRESET_COUNT = 5;
Preset PRESETS[PRESET_COUNT] = {
{"3+2", 180000, 2000, 0},
{"3+0", 180000, 0, 0},
{"5+0", 300000, 0, 0},
{"1+0", 60000, 0, 0},
{"Custom", 0, 0, 0},
};
// holds all state
struct Game {
long base_ms[2];
long ms[2];
long increment[2];
long delay[2];
long delay_remaining[2];
long start_ms; // since previous hit or start
bool is_paused;
int on_the_clock;
int phase;
long move_counter;
int preset;
int entered_number;
int custom_setup_phase;
int custom_setup_side;
TimeValue preset_base_starting_values[2];
};
Game game;
void setup() {
Serial.begin(9600);
display0.setBrightness(1);
display1.setBrightness(1);
pinMode(ledPin0, OUTPUT);
pinMode(ledPin1, OUTPUT);
digitalWrite(ledPin0, LOW);
digitalWrite(ledPin1, LOW);
lcd.init();
lcd.backlight();
Lcd_Lines[0] = "";
Lcd_Lines[1] = "";
game.is_paused = true;
game.on_the_clock = 0;
game.move_counter = 0;
game.delay_remaining[0] = 0;
game.delay_remaining[1] = 0;
game.ms[0] = 0;
game.ms[1] = 0;
game.phase = Phase::SettingUp;
game.custom_setup_phase = SetupState::None;
game.custom_setup_side = 0;
LoadEEPromPreset();
LoadPreset(0);
FrequencyTimer2::setPeriod(1000);
FrequencyTimer2::setOnOverflow(timer2ISR);
}
String SideToString(int side) {
if (side == 0) {
return "A";
} else {
return "B";
}
}
void EnterSetupState(SetupState state, int side) {
ExitSetupState(game.custom_setup_phase, game.custom_setup_side);
game.custom_setup_phase = state;
game.custom_setup_side = side;
game.ms[0] = game.base_ms[0];
game.ms[1] = game.base_ms[1];
switch (state) {
case None: {
break;
}
case BaseHours: {
LcdQueue(0, "Hours " + SideToString(side));
game.entered_number = game.preset_base_starting_values[side].hours;
LcdQueue(1, String(game.entered_number));
break;
}
case BaseMinutes: {
LcdQueue(0, "Minutes " + SideToString(side));
game.entered_number = game.preset_base_starting_values[side].minutes;
LcdQueue(1, String(game.entered_number));
break;
}
case BaseSeconds: {
LcdQueue(0, "Seconds " + SideToString(side));
game.entered_number = game.preset_base_starting_values[side].seconds;
LcdQueue(1, String(game.entered_number));
break;
}
case IncrementSeconds: {
LcdQueue(0, "Increment " + SideToString(side));
game.entered_number = CustomPresets[side].increment / 1000.0f;
LcdQueue(1, String(game.entered_number));
break;
}
case DelaySeconds: {
LcdQueue(0, "Delay " + SideToString(side));
game.entered_number = CustomPresets[side].delay / 1000.0f;
LcdQueue(1, String(game.entered_number));
break;
}
case AllDone: {
for (int i = 0; i < 2; i++) {
CustomPresets[i].base_ms = game.base_ms[i];
CustomPresets[i].increment = game.increment[i];
CustomPresets[i].delay = game.delay[i];
}
SaveEEPromPreset();
game.ms[0] = game.base_ms[0];
game.ms[1] = game.base_ms[1];
LcdQueue(0, TimeControlToString(0));
LcdQueue(1, TimeControlToString(1));
break;
}
}
}
long LoadEEPromLong_(int start) {
long value;
EEPROM.get(start, value);
return value;
}
void StoreEEPromLong_(long value, int start) {
EEPROM.put(start, value);
}
void LoadEEPromPreset() {
// load from EEPRom -> presets[-1]
CustomPresets[0].base_ms = LoadEEPromLong_(0);
CustomPresets[0].increment = LoadEEPromLong_(4);
CustomPresets[0].delay = LoadEEPromLong_(8);
CustomPresets[1].base_ms = LoadEEPromLong_(12);
CustomPresets[1].increment = LoadEEPromLong_(16);
CustomPresets[1].delay = LoadEEPromLong_(20);
}
void SaveEEPromPreset() {
// save presets[-1] -> eeprom
// WRITES ARE EXPENSIVE!! TODO ONLY DO WHEN CHANGED...
StoreEEPromLong_(CustomPresets[0].base_ms, 0);
StoreEEPromLong_(CustomPresets[0].increment, 4);
StoreEEPromLong_(CustomPresets[0].delay, 8);
StoreEEPromLong_(CustomPresets[1].base_ms, 12);
StoreEEPromLong_(CustomPresets[1].increment, 16);
StoreEEPromLong_(CustomPresets[1].delay, 20);
}
void ExitSetupState(SetupState state, int side) {
switch (state) {
case None: {
// set the default values
game.preset_base_starting_values[0] = time_chunk(CustomPresets[0].base_ms);
game.preset_base_starting_values[1] = time_chunk(CustomPresets[1].base_ms);
break;
}
case BaseHours: {
game.base_ms[side] = game.entered_number * 1000L * 60L * 60L;
break;
}
case BaseMinutes: {
game.base_ms[side] += game.entered_number * 1000L * 60L;
break;
}
case BaseSeconds: {
game.base_ms[side] += game.entered_number * 1000L;
break;
}
case IncrementSeconds: {
game.increment[side] = game.entered_number * 1000L;
break;
}
case DelaySeconds: {
game.delay[side] = game.entered_number * 1000L;
break;
}
case AllDone: {
break;
}
}
}
void timer2ISR()
{
switch0.poll();
switch1.poll();
switchPause.poll();
switchLeft.poll();
switchRight.poll();
if (game.phase == Phase::SettingUp) {
if (switchLeft.pushed()) {
// left button
if (game.preset == PRESET_COUNT - 1 && game.custom_setup_phase != SetupState::None) {
game.entered_number -= 1;
if (game.entered_number < 0) {
game.entered_number = 0;
}
LcdQueue(1, String(game.entered_number));
} else {
LoadPreset((game.preset - 1 + PRESET_COUNT) % PRESET_COUNT);
}
} else if (switchRight.pushed()) {
// right button
if (game.preset == PRESET_COUNT - 1 && game.custom_setup_phase != SetupState::None) {
game.entered_number += 1;
LcdQueue(1, String(game.entered_number));
} else {
LoadPreset((game.preset + 1) % PRESET_COUNT);
}
} else if (switchPause.pushed()) {
// pause button on top
if (game.preset == PRESET_COUNT - 1) {
switch (game.custom_setup_phase) {
case None: {
EnterSetupState(SetupState::BaseHours, 0);
break;
}
case BaseHours: {
if (game.custom_setup_side == 0) {
EnterSetupState(SetupState::BaseHours, 1);
} else {
EnterSetupState(SetupState::BaseMinutes, 0);
}
break;
}
case BaseMinutes: {
if (game.custom_setup_side == 0) {
EnterSetupState(SetupState::BaseMinutes, 1);
} else {
EnterSetupState(SetupState::BaseSeconds, 0);
}
break;
}
case BaseSeconds: {
if (game.custom_setup_side == 0) {
EnterSetupState(SetupState::BaseSeconds, 1);
} else {
EnterSetupState(SetupState::IncrementSeconds, 0);
}
break;
}
case IncrementSeconds: {
if (game.custom_setup_side == 0) {
EnterSetupState(SetupState::IncrementSeconds, 1);
} else {
EnterSetupState(SetupState::DelaySeconds, 0);
}
break;
}
case DelaySeconds: {
if (game.custom_setup_side == 0) {
EnterSetupState(SetupState::DelaySeconds, 1);
} else {
EnterSetupState(SetupState::AllDone, 0);
}
break;
}
case AllDone: {
// TODO: do we need to handle this state...
// probably, start game...
break;
}
default:
break;
}
}
}
}
bool clock_is_hit = false;
int clock_hit = -1;
bool switch_cond0 = switch0.switched() && !switch0.on();
bool switch_cond1 = switch1.switched() && !switch1.on();
if (switch_cond0 && switch_cond1) {
clock_is_hit = true;
clock_hit = game.on_the_clock;
last_ms_tick = millis();
} else if (switch_cond0) {
clock_is_hit = true;
clock_hit = 0;
last_ms_tick = millis();
} else if (switch_cond1) {
clock_is_hit = true;
clock_hit = 1;
last_ms_tick = millis();
}
if (game.phase == Phase::SettingUp) {
if (clock_is_hit) {
game.phase = Phase::Playing;
if (clock_hit == 0) {
game.on_the_clock = 1;
} else {
game.on_the_clock = 0;
}
Unpause();
}
} else if (game.phase == Phase::Playing) {
if (game.is_paused) {
if (clock_is_hit && clock_hit == game.on_the_clock) {
Unpause();
ClockHit();
} else if (switchPause.pushed()) {
Unpause();
}
} else {
if (clock_is_hit) {
if (clock_hit == game.on_the_clock) {
ClockHit();
}
} else if (switchPause.pushed()) {
Pause();
} else {
long elapsed = millis() - game.start_ms;
// TODO: delay...
if (elapsed < game.delay[game.on_the_clock]) {
game.delay_remaining[game.on_the_clock] = game.delay[game.on_the_clock] - elapsed;
} else if (elapsed == game.delay[game.on_the_clock]) {
game.delay_remaining[game.on_the_clock] = 0;
} else {
game.ms[game.on_the_clock] = game.base_ms[game.on_the_clock] - elapsed;
}
if (game.ms[game.on_the_clock] <= 0) {
game.phase = Phase::Done;
}
}
}
}
}
void loop() {
for (int i = 0; i < 2; i++) {
TimeValue tv;
if (game.delay_remaining[i] > 0) {
tv = time_chunk(game.delay_remaining[i]);
} else {
tv = time_chunk(game.ms[i]);
}
SyncTime(i, tv.hours, tv.minutes, tv.seconds, tv.milliseconds);
}
if (LcdQueued) {
LcdQueued = false;
lcd.clear();
lcd.setCursor(0, 0);
lcd.print(Lcd_Lines[0]);
lcd.setCursor(0, 1);
lcd.print(Lcd_Lines[1]);
}
if (!game.is_paused) {
if (game.on_the_clock == 0) {
digitalWrite(ledPin0, HIGH);
digitalWrite(ledPin1, LOW);
} else {
digitalWrite(ledPin0, LOW);
digitalWrite(ledPin1, HIGH);
}
} else {
digitalWrite(ledPin0, LOW);
digitalWrite(ledPin1, LOW);
}
}
TimeValue time_chunk(long ms) {
TimeValue tv;
tv.hours = ms / 3600000;
tv.minutes = (ms - (tv.hours * 3600000)) / 60000;
tv.seconds = (ms - (tv.hours * 3600000) - (tv.minutes * 60000)) / 1000;
tv.milliseconds = ms - (tv.hours * 3600000) - (tv.minutes * 60000) - (tv.seconds * 1000);
return tv;
}
String time_value_string(TimeValue time_control) {
String prefix;
if (time_control.hours > 0) {
prefix += String(time_control.hours) + "h";
}
if (time_control.minutes > 0) {
prefix += String(time_control.minutes) + "m";
}
if (time_control.seconds > 0) {
prefix += String(time_control.seconds) + "s";
}
return prefix;
}
/* Write out to clock faces. This would differ if we had a 4-digit or 6 digit boi. */
void SyncTime(int who, unsigned long hours, unsigned long minutes, unsigned long seconds, unsigned long milliseconds) {
uint8_t decimal_set;
long num;
if (hours > 0) {
decimal_set = 0b01010000;
num = (hours * 10000) + (minutes*100) + seconds;
} else if (minutes < 1) {
decimal_set = 0b00010000;
num = (minutes * 10000) + (seconds*100) + ((milliseconds / 1000.0f) * 60.0f);
} else {
decimal_set = 0b00010000;
num = (minutes*100) + seconds;
}
if (who == 0) {
display0.showNumberDec(num, decimal_set);
} else {
display1.showNumberDec(num, decimal_set);
}
}
void LcdQueue(int line, String message) {
// TODO: some kind of ticker?
Lcd_Lines[line] = message;
LcdQueued = true;
}
void LoadPreset(int preset) {
game.preset = preset;
game.base_ms[0] = PRESETS[preset].base_ms;
game.base_ms[1] = PRESETS[preset].base_ms;
game.ms[0] = game.base_ms[0];
game.ms[1] = game.base_ms[1];
game.increment[0] = PRESETS[preset].increment;
game.increment[1] = PRESETS[preset].increment;
LcdQueue(0, PRESETS[preset].name);
}
String TimeControlToString(int side) {
TimeValue base_time_control = time_chunk(game.base_ms[side]);
String prefix = time_value_string(base_time_control);
String postfix = "";
if (game.increment[side] > 0) {
postfix += "+" + time_value_string(time_chunk(game.increment[side]));
}
if (game.delay[side] > 0) {
postfix += "d" + time_value_string(time_chunk(game.delay[side]));
}
return prefix + postfix;
}
void ClockHit() {
game.start_ms = last_ms_tick; // TODO: more precise clock
game.delay_remaining[game.on_the_clock] = 0;
game.delay_remaining[!game.on_the_clock] = game.delay[!game.on_the_clock];
game.base_ms[game.on_the_clock] = game.ms[game.on_the_clock] + game.increment[game.on_the_clock];
game.ms[game.on_the_clock] = game.base_ms[game.on_the_clock];
game.on_the_clock = !game.on_the_clock;
game.move_counter++;
game.ms[game.on_the_clock] = game.base_ms[game.on_the_clock];
//String count = String(1 + (game.move_counter/2));
}
void Unpause() {
LcdQueue(0, "Playing");
LcdQueue(1, "");
game.is_paused = false;
game.base_ms[game.on_the_clock] = game.ms[game.on_the_clock];
game.start_ms = millis();
String count = String(1 + (game.move_counter/2));
}
void Pause() {
LcdQueue(0, "Paused");
game.is_paused = true;
}