197 lines
6.8 KiB
C++
197 lines
6.8 KiB
C++
/**
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* @file BoardManager.h
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* @brief Provides an easy way to manage a board
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*/
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#pragma once
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#include "Board.h"
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#include "BoardDriver.h"
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#include "Vector3D.h"
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#include "Animator.h"
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template <const V3D<uint32_t> &BOARD_DIMS>
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class BoardManager{
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public:
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BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver, Animator<BOARD_DIMS> &animator);
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~BoardManager() = default;
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/**
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* @brief Initialize the board control. This hsould be called during setup
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*/
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void Init();
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/**
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* @brief Read the board state and update the LED colors
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*/
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void Update();
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/**
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* @brief Set the color of one cube
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* @param position the position of the cube
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* @param color the oclor you want the cube to be
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*/
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void SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color);
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/**
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* @brief Set the color of one column of cubes.
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* A column is defined as x,y,z where z is the normal vector direction to a plane.
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* x,y is the column coordinate on the plane.
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* @param column the column vector
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* @param color the color you want the column to be
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*/
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void SetColumnColors(const V3D<uint32_t> &column, const V3D<uint32_t> *color, uint32_t numColors);
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/**
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* @brief Fill a column along any axis with a color
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* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
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* the x,y values specify the location of the column in that plane
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* to fill. IE To fill one stack at 0,2 I would say give V3D<uint32_t>(0,2,PLANE_NORMAL::Z)
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* @param color the color you want to fill the column with
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*/
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void FillColumnColor(const V3D<uint32_t> &column, const V3D<uint32_t> &color);
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/**
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* @returns true if the board has changed state
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*/
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bool HasBoardChanged();
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/**
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* @brief Clear the board state changed flag
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*/
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void ClearBoardChanged();
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/**
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* @brief Get the board occupation state returned in the format a,b,c,d....
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*/
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void Board2StackString(String& messageBuffer);
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void FillColor(const V3D<uint32_t> &color){this->board.FillColor(color);}
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private:
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BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &driver;
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Board<BOARD_DIMS> board{};
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Animator<BOARD_DIMS> &animator;
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void updateStackColors(const V3D<uint32_t> &column);
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uint32_t getColumnHeight(BOARD_TYPES::PLANE_NORMAL normal){
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switch(normal){
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case BOARD_TYPES::PLANE_NORMAL::X:
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return BOARD_DIMS.x;
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break;
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case BOARD_TYPES::PLANE_NORMAL::Y:
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return BOARD_DIMS.y;
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break;
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case BOARD_TYPES::PLANE_NORMAL::Z:
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return BOARD_DIMS.z;
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break;
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default:
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return 0;
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}
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}
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void updateColorsFromAnimator();
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};
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::updateColorsFromAnimator(){
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if(this->animator.interpolatedFrameHasChanged){
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this->board.UpdateAllColors(this->animator.GetInterpolatedFrame());
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this->animator.interpolatedFrameHasChanged = false;
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}
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}
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template <const V3D<uint32_t> &BOARD_DIMS>
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BoardManager<BOARD_DIMS>::BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver, Animator<BOARD_DIMS> &animator):
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driver(boardDriver),
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animator(animator){}
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::Init(){
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this->driver.Init();
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}
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::Update(){
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this->updateColorsFromAnimator();
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// update the occupied cubes on the board and the cube colors
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for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
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for(uint32_t y = 0; y < BOARD_DIMS.y; y++){
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uint32_t stackIndex{y * BOARD_DIMS.x + x};
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uint32_t numCubes{this->driver.GetNumberCubes(stackIndex)};
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for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
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V3D<uint32_t> cubePosition{x, y, z};
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// update the cube's occupation
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this->board.SetCubeOccupation(cubePosition, z < numCubes);
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}
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// create the column vector for the slice direction
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V3D<uint32_t> sliceVector{x,y,BOARD_TYPES::PLANE_NORMAL::Z};
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// create a cube slice array buffer
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BOARD_TYPES::Cube* sliceBuffer[BOARD_DIMS.z];
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// have the board slice get read into our buffer
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this->board.SliceBoard(sliceVector, sliceBuffer);
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// send the board slice to the driver to update its LED colors
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this->driver.UpdateStackLEDs(stackIndex, sliceBuffer, BOARD_DIMS.z);
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}
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}
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}
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::updateStackColors(const V3D<uint32_t> &column){
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// the only column type allowed here is z.
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V3D<uint32_t> sliceVector{column.x, column.y, BOARD_TYPES::Z};
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// create a buffer for slice board to write the cube slice into
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BOARD_TYPES::Cube * cubeSlice[BOARD_DIMS.z];
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this->board.SliceBoard(column, cubeSlice);
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uint32_t numCubes{this->getColumnHeight(static_cast<BOARD_TYPES::PLANE_NORMAL>(column.z))};
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this->driver.UpdateStackLEDs(BOARD_DIMS.x, cubeSlice, numCubes);
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}
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color){
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this->board.SetCubeColor(position, color);
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V3D<uint32_t> slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z};
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this->updateStackColors(slice);
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}
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D<uint32_t> &column, const V3D<uint32_t> *color, uint32_t numColors){
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uint32_t columnHeight{this->getColumnHeight(static_cast<BOARD_TYPES::PLANE_NORMAL>(column.z))};
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// create a cube pointer buffer and store a board slice into it
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BOARD_TYPES::Cube * slicedBoard[columnHeight];
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uint32_t sliceLength{this->board.SliceBoard(column, slicedBoard)};
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uint32_t maxIndex{std::min(numColors, columnHeight)};
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for(uint32_t i = 0; i < columnHeight; i++){
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slicedBoard[i]->color = color[i];
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}
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}
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D<uint32_t> &column, const V3D<uint32_t> &color){
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uint32_t columnHeight{this->getColumnHeight(column.z)};
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V3D<uint32_t> colors[columnHeight];
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for(uint32_t i = 0; i < columnHeight; i++){
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colors[i] = color;
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}
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this->SetColumnColors(column, colors);
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}
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template <const V3D<uint32_t> &BOARD_DIMS>
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bool BoardManager<BOARD_DIMS>::HasBoardChanged(){return this->board.BoardStateChanged();}
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::ClearBoardChanged(){this->board.SetStateChanged(false);}
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::Board2StackString(String& messageBuffer){
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this->board.ToStackString(messageBuffer);
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}
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