Files
Block-Party-Firmware/lib/Board/BoardManager.h

174 lines
5.2 KiB
C++

/**
* @file BoardManager.h
* @brief Provides an easy way to manage a board
*/
#pragma once
#include "Board.h"
#include "BoardDriver.h"
#include "Vector3D.h"
template <const V3D &BOARD_DIMS>
class BoardManager{
public:
BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver);
~BoardManager() = default;
/**
* @brief Initialize the board control. This hsould be called during setup
*/
void Init();
/**
* @brief Read the board state and update the LED colors
*/
void Update();
/**
* @brief Set the color of one cube
* @param position the position of the cube
* @param color the oclor you want the cube to be
*/
void SetCubeColor(const V3D &position, const V3D &color);
/**
* @brief Set the color of one column of cubes.
* A column is defined as x,y,z where z is the normal vector direction to a plane.
* x,y is the column coordinate on the plane.
* @param column the column vector
* @param color the color you want the column to be
*/
void SetColumnColors(const V3D &column, const V3D *color);
/**
* @brief Fill a column along any axis with a color
* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
* the x,y values specify the location of the column in that plane
* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
* @param color the color you want to fill the column with
*/
void FillColumnColor(const V3D &column, const V3D &color);
/**
* @returns true if the board has changed state
*/
bool HasBoardChanged();
/**
* @brief Clear the board state changed flag
*/
void ClearBoardChanged();
/**
* @brief Get the board occupation state returned in the format a,b,c,d....
*/
String &Board2StackString();
private:
BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &driver;
Board<BOARD_DIMS> board{};
bool hasBoardChanged{false};
void updateBoardColors(const V3D &column);
uint32_t getColumnHeight(BOARD_TYPES::PLANE_NORMAL normal){
switch(normal){
case BOARD_TYPES::PLANE_NORMAL::X:
return BOARD_DIMS.x;
break;
case BOARD_TYPES::PLANE_NORMAL::Y:
return BOARD_DIMS.y;
break;
case BOARD_TYPES::PLANE_NORMAL::Z:
return BOARD_DIMS.z;
break;
default:
return 0;
}
}
};
template <const V3D &BOARD_DIMS>
BoardManager<BOARD_DIMS>::BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver):
driver(boardDriver){}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::Init(){
this->driver.Init();
}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::Update(){
// update the occupied cubes on the board and the cube colors
for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
for(uint32_t y = 0; y < BOARD_DIMS.y; y++){
uint32_t stackIndex{y * BOARD_DIMS.x + x};
uint32_t numCubes{this->driver.GetNumberCubes(stackIndex)};
for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
V3D cubePosition{x, y, z};
this->board.SetCubeOccupation(cubePosition, z < numCubes);
cubePosition.z = BOARD_TYPES::PLANE_NORMAL::Z;
this->driver.UpdateStackLEDs(stackIndex, this->board.SliceBoard(cubePosition), BOARD_DIMS.z);
}
}
}
}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::updateBoardColors(const V3D &column){
BOARD_TYPES::Cube ** cubeSlice{this->board.SliceBoard(column)};
uint32_t numCubes{this->getColumnHeight(static_cast<BOARD_TYPES::PLANE_NORMAL>(column.z))};
this->driver.UpdateStackLEDs(BOARD_DIMS.x, cubeSlice, numCubes);
}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
this->board.SetCubeColor(position, color);
V3D slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z};
this->updateBoardColors(slice);
}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D &column, const V3D *color){
uint32_t columnHeight{this->getColumnHeight(static_cast<BOARD_TYPES::PLANE_NORMAL>(column.z))};
V3D position = column;
for(uint32_t z = 0; z < columnHeight; z++){
position.z = z;
this->board.SetCubeColor(position, color[z]);
}
this->updateBoardColors(column);
}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D &column, const V3D &color){
uint32_t columnHeight{this->getColumnHeight(column.z)};
V3D position = column;
for(uint32_t z = 0; z < columnHeight; z++){
position.z = z;
this->board.SetCubeColor(position, color);
}
this->updateBoardColors(column);
}
template <const V3D &BOARD_DIMS>
bool BoardManager<BOARD_DIMS>::HasBoardChanged(){return this->hasBoardChanged;}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::ClearBoardChanged(){this->hasBoardChanged = false;}
template <const V3D &BOARD_DIMS>
String &BoardManager<BOARD_DIMS>::Board2StackString(){
String message{};
this->board.ToStackString(message);
return message;
}