This was done to support the new KTag Konfigurator app, which Jack created for his Senior Design project. Co-authored-by: Joe Kearney <joe@clubk.club> Reviewed-on: #2
132 lines
4.5 KiB
C
132 lines
4.5 KiB
C
/*
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* This program source code file is part of SystemK, a library in the KTag project.
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*
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* 🛡️ <https://ktag.clubk.club> 🃞
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*
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* Copyright © 2016-2025 Joseph P. Kearney and the KTag developers.
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*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU Affero General Public License as published by the Free
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* Software Foundation, either version 3 of the License, or (at your option) any
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* later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
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* details.
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*
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* There should be a copy of the GNU Affero General Public License in the LICENSE
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* file in the root of this repository. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* Include Files */
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#include "SystemK.h"
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static const char *KLOG_TAG = "STATE_READY";
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static const uint16_t LONG_PRESS_TO_INITIATE_GAME_in_ms = 5000;
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static void Ready_Entry(StateMachineContext_T * context);
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static void Ready_Do(StateMachineContext_T * context);
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static void Ready_Exit(StateMachineContext_T * context);
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//! Activities for the **Ready** state.
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const StateActivity_T STATE_READY_Activities =
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{
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.Entry = Ready_Entry,
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.Do = Ready_Do,
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.Exit = Ready_Exit
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};
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//! Sets up the Ready state.
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/*!
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* \param context Context in which this state is being run.
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*/
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static void Ready_Entry(StateMachineContext_T * context)
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{
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LOG("Entering the Ready state.");
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NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_IDLE, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)0x00};
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xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
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BLE_UpdateStatusPacket(STATE_READY);
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if (BLE_ScanAndAdvertise() != SYSTEMK_RESULT_SUCCESS)
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{
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KLOG_ERROR(KLOG_TAG, "Couldn't start BLE!");
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}
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AudioAction_T audio_action = {.ID = AUDIO_PLAY_GAME_ON, .Data = (void *)0x00};
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Perform_Audio_Action(&audio_action);
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Set_Health(Get_Max_Health());
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}
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//! Executes the Ready state.
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/*!
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* \param context Context in which this state is being run.
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*/
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static void Ready_Do(StateMachineContext_T * context)
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{
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portBASE_TYPE xStatus;
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static KEvent_T Event;
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xStatus = Receive_KEvent(&Event);
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if (xStatus == pdPASS)
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{
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switch (Event.ID)
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{
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case KEVENT_TRIGGER_SWITCH_PRESSED:
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break;
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case KEVENT_TRIGGER_SWITCH_RELEASED:
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{
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uint32_t duration_of_press_in_ms = (uint32_t)Event.Data;
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if (duration_of_press_in_ms > LONG_PRESS_TO_INITIATE_GAME_in_ms)
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{
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Transition_For_Event(context, STATE_STARTING_GAME__INSTIGATING, &Event);
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}
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}
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break;
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case KEVENT_BLE_PACKET_RECEIVED:
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if (((BLE_Packet_T *)Event.Data)->Generic.type == BLE_PACKET_TYPE_INSTIGATE_GAME)
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{
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Transition_For_Event(context, STATE_STARTING_GAME__RESPONDING, &Event);
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}
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else if (((BLE_Packet_T *)Event.Data)->Generic.type == BLE_PACKET_TYPE_EVENT)
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{
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HandleBLEEventPacket((BLE_EventPacket_T *)Event.Data, context);
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}
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else
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{
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BLE_FreePacketBuffer(Event.Data);
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}
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break;
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case KEVENT_MENU_ENTER:
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case KEVENT_BACKWARD_SWITCH_LONG_PRESSED:
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Transition_For_Event(context, STATE_CONFIGURING, &Event);
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break;
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case KEVENT_PLAY_PRESSED_ON_REMOTE:
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Transition_For_Event(context, STATE_STARTING_GAME__INSTIGATING, &Event);
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break;
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default:
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// All other events are ignored in this state.
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ProcessUnhandledEvent(&Event);
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break;
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}
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}
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}
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//! Cleans up the Ready state.
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/*!
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* \param context Context in which this state is being run.
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*/
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static void Ready_Exit(StateMachineContext_T * context)
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{
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NeoPixelsAction_T neopixels_action = {.ID = NEOPIXELS_ALL_OFF, .Prominence = NEOPIXELS_FOREGROUND, .Data = (void *)0x00};
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xQueueSend(xQueueNeoPixels, &neopixels_action, 0);
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AudioAction_T audio_action = {.ID = AUDIO_SILENCE, .Data = (void *)0x00};
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Perform_Audio_Action(&audio_action);
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}
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