2015-05-01 05:26:58 +00:00
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#ifndef Arduboy_h
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#define Arduboy_h
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#include "core/core.h"
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#include <SPI.h>
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#include <Print.h>
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#include <limits.h>
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// EEPROM settings
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#define EEPROM_VERSION 0
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#define EEPROM_BRIGHTNESS 1
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#define EEPROM_AUDIO_ON_OFF 2
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// we reserve the first 16 byte of EEPROM for system use
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#define EEPROM_STORAGE_SPACE_START 16 // and onward
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// eeprom settings above are neded for audio
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#include "audio/audio.h"
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#define PIXEL_SAFE_MODE
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// compare Vcc to 1.1 bandgap
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#define ADC_VOLTAGE (_BV(REFS0) | _BV(MUX4) | _BV(MUX3) | _BV(MUX2) | _BV(MUX1))
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// compare temperature to 2.5 internal reference and _BV(MUX5)
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#define ADC_TEMP (_BV(REFS0) | _BV(REFS1) | _BV(MUX2) | _BV(MUX1) | _BV(MUX0))
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class Arduboy : public Print, public ArduboyCore
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{
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public:
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Arduboy();
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/// Returns true if the button mask passed in is pressed.
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/**
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* if (pressed(LEFT_BUTTON + A_BUTTON))
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*/
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boolean pressed(uint8_t buttons);
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/// Returns true if the button mask passed in not pressed.
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/**
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* if (notPressed(LEFT_BUTTON))
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*/
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boolean notPressed(uint8_t buttons);
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/// Initializes the hardware
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void begin();
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2016-02-20 19:43:36 +00:00
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/// Initializes the hardware (no logo, no other bootime niceities)
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void beginMinimal();
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2015-05-01 05:26:58 +00:00
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void start() __attribute__ ((deprecated("use begin() instead")));
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/// Scrolls in the Arduboy logo
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void bootLogo();
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2016-02-20 19:43:36 +00:00
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/// Flashlight mode
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/**
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* Hold up key when booting to enable, press down key to exit
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* or simply turn off your Arduboy. Your sketches can also
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* call this at any time. It goes into a tight loop until the
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* down buttn is pressed.
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*/
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void flashlight();
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/// Boot utility detection (such as flashlight, etc.)
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2015-05-01 05:26:58 +00:00
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void inline bootUtils() __attribute__((always_inline));
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/// Clears display.
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void clear();
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void clearDisplay() __attribute__ ((deprecated("use clear() instead")));
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/// Copies the contents of the screen buffer to the screen.
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/**
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* X and Y positions on the display are from the top left corner, thus a Y of 64
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* is the bottom of the screen and an X of 128 is the right side of the screen.
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* "Color" or "value" means choosing whether a pixel is lit or not - if color is
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* 0, the pixel is off (black), if color is 1, the pixel is on (white).
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*/
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void display();
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/// Sets a single pixel on the screen buffer to white or black.
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void drawPixel(int x, int y, uint8_t color);
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uint8_t getPixel(uint8_t x, uint8_t y);
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/// Draw a circle of a defined radius.
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/**
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* Draws a circle in white or black. X and Y are the center point of the circle.
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*/
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void drawCircle(int16_t x0, int16_t y0, uint8_t r, uint8_t color);
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/// Draws one or more "corners" of a circle.
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void drawCircleHelper(int16_t x0, int16_t y0, uint8_t r, uint8_t cornername, uint8_t color);
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/// Draws a filled-in circle.
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void fillCircle(int16_t x0, int16_t y0, uint8_t r, uint8_t color);
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/// Draws one or both vertical halves of a filled-in circle.
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void fillCircleHelper(int16_t x0, int16_t y0, uint8_t r, uint8_t cornername, int16_t delta, uint8_t color);
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/// Draws a line between two points.
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/**
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* Uses Bresenham's algorithm.
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*/
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void drawLine(int16_t x0, int16_t y0, int16_t x1, int16_t y1, uint8_t color);
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/// Draws a rectangle of a width and height.
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void drawRect(int16_t x, int16_t y, uint8_t w, uint8_t h, uint8_t color);
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/// Draws vertical line.
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void drawFastVLine(int16_t x, int16_t y, uint8_t h, uint8_t color);
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/// Draws a horizontal line.
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void drawFastHLine(int16_t x, int16_t y, uint8_t w, uint8_t color);
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/// Draws a filled-in rectangle.
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void fillRect(int16_t x, int16_t y, uint8_t w, uint8_t h, uint8_t color);
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/// Fills the screen buffer with white or black.
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void fillScreen(uint8_t color);
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/// Draws a rectangle with rounded edges.
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void drawRoundRect(int16_t x, int16_t y, uint8_t w, uint8_t h, uint8_t r, uint8_t color);
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/// Draws a filled-in rectangle with rounded edges.
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void fillRoundRect(int16_t x, int16_t y, uint8_t w, uint8_t h, uint8_t r, uint8_t color);
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/// Draws the outline of a triangle.
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void drawTriangle(int16_t x0, int16_t y0, int16_t x1, int16_t y1, int16_t x2, int16_t y2, uint8_t color);
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/// Draws a filled-in triangle.
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void fillTriangle (int16_t x0, int16_t y0, int16_t x1, int16_t y1, int16_t x2, int16_t y2, uint8_t color);
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/// Draws a bitmap from program memory to a specific X/Y
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void drawBitmap(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t w, uint8_t h, uint8_t color);
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/// Draws images that are bit-oriented horizontally.
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/**
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* This requires a lot of additional CPU power and will draw images slower
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* than drawBitmap, where the images are stored in a format that
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* allows them to be directly written to the screen. It is
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* recommended you use drawBitmap when possible.
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*/
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void drawSlowXYBitmap(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t w, uint8_t h, uint8_t color);
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/// Draws an ASCII character at a point.
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void drawChar(int16_t x, int16_t y, unsigned char c, uint8_t color, uint8_t bg, uint8_t size);
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/// Sets the location of the screen cursor.
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void setCursor(int16_t x, int16_t y);
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/// Set text size
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/**
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* As mentioned in drawChar(), individual ASCII characters are 6x8 pixels
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* (5x7 with spacing on two edges). The size is a pixel multiplier,
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* so a size of 2 means each character will be 12x16, etc.
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*/
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void setTextSize(uint8_t s);
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/// Sets whether text will wrap at screen edges.
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void setTextWrap(boolean w);
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unsigned char* getBuffer();
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/// Writes a single ASCII character to the screen.
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virtual size_t write(uint8_t);
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2016-02-20 19:43:14 +00:00
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2015-05-01 05:26:58 +00:00
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/// Seeds the random number generator with entropy from the temperature, voltage reading, and microseconds since boot.
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/**
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* This method is still most effective when called semi-randomly such
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* as after a user hits a button to start a game or other semi-random
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* events
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*/
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void initRandomSeed();
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/// Swap the references of two pointers.
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void swap(int16_t& a, int16_t& b);
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ArduboyTunes tunes;
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ArduboyAudio audio;
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void setFrameRate(uint8_t rate);
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bool nextFrame();
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bool everyXFrames(uint8_t frames);
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2016-02-20 19:43:14 +00:00
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2015-05-01 05:26:58 +00:00
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/// Returns the load on the CPU as a percentage.
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/**
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* This is based on how much of the time your app is spends rendering
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* frames. This number can be higher than 100 if your app is rendering
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* really slowly.
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*/
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int cpuLoad();
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2016-02-20 19:43:14 +00:00
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2015-05-01 05:26:58 +00:00
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uint8_t frameRate;
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uint16_t frameCount;
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uint8_t eachFrameMillis;
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long lastFrameStart;
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long nextFrameStart;
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bool post_render;
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uint8_t lastFrameDurationMs;
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/// useful for getting raw approximate voltage values
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uint16_t rawADC(byte adc_bits);
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protected:
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unsigned char sBuffer[(HEIGHT*WIDTH)/8];
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// Adafruit stuff
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protected:
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int16_t cursor_x;
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int16_t cursor_y;
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uint8_t textsize;
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boolean wrap; // If set, 'wrap' text at right edge of display
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};
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#endif
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