增加上一次未提交的部分
This commit is contained in:
parent
fb3472b556
commit
4bb45d1f18
|
@ -43,7 +43,7 @@ static Chassis_Ctrl_Cmd_s chassis_cmd_recv; // 底盘接收到的控制
|
|||
static Chassis_Upload_Data_s chassis_feedback_data; // 底盘回传的反馈数据
|
||||
|
||||
static referee_info_t* referee_data; // 用于获取裁判系统的数据
|
||||
static Referee_Interactive_info_t ui_data; // UI数据
|
||||
static Referee_Interactive_info_t ui_data; // UI数据,将底盘中的数据传入此结构体的对应变量中,UI会自动检测是否变化,对应显示UI
|
||||
|
||||
static SuperCapInstance *cap; // 超级电容
|
||||
static DJIMotorInstance *motor_lf, *motor_rf, *motor_lb, *motor_rb; // left right forward back
|
||||
|
@ -105,9 +105,6 @@ void ChassisInit()
|
|||
|
||||
referee_data = Referee_Interactive_init(&huart6,&ui_data); // 裁判系统初始化
|
||||
|
||||
// while (referee_data->GameRobotState.robot_id ==0);
|
||||
// Referee_Interactive_init(referee_data);
|
||||
|
||||
SuperCap_Init_Config_s cap_conf = {
|
||||
.can_config = {
|
||||
.can_handle = &hcan2,
|
||||
|
|
|
@ -6,24 +6,22 @@ UI的绘制包含初始化和TASK两个部分,初始化部分在`My_UI_init`
|
|||
初始化部分的UI主要有两个目的:静态UI的绘制、为动态UI的绘制做准备。
|
||||
|
||||
分析超级电容能量条功能可知,此UI包含如下:
|
||||
voltage:xxx voltage为静态不变的,冒号后的xxx为变化的量。
|
||||
Power:xxx Power为静态不变的,冒号后的xxx为变化的量。
|
||||
方框以及方框内的能量条:方框为静态不变的,能量条为变化的量。(参考游戏血条)
|
||||
|
||||
因而,静态UI的绘制包含如下:
|
||||
绘制字符“voltage:”、绘制矩形方框。
|
||||
绘制字符“Power:”、绘制矩形方框。
|
||||
为动态UI的准备如下:
|
||||
绘制矩形方框内的初始能量条、绘制voltage的初始值。
|
||||
绘制矩形方框内的初始能量条、绘制Power的初始值。
|
||||
|
||||
### 绘制字符“voltage:”:
|
||||
设置绘制用结构体,此处使用数组是因为需要绘制多个字符。本次绘制的字符为“voltage:”,只是用到了第6个,即xxx[5]:
|
||||
### 绘制字符“Power:”:
|
||||
设置绘制用结构体,此处使用数组是因为需要绘制多个字符。本次绘制的字符为“Power:”,只是用到了第6个,即xxx[5]:
|
||||
```c
|
||||
static String_Data_t UI_State_sta[6]; // 静态
|
||||
static String_Data_t UI_State_dyn[6]; // 动态
|
||||
```
|
||||
字符格式以及内容设置:
|
||||
```c
|
||||
// 底盘功率显示,静态
|
||||
Char_Draw(&UI_State_sta[5], "ss5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 720, 210, "Voltage:");
|
||||
Char_Draw(&UI_State_sta[5], "ss5", UI_Graph_ADD, 7, UI_Color_Green, 18, 2, 620, 230, "Power:");
|
||||
```
|
||||
各参数意义如下,函数定义中有详细注释:
|
||||
|
||||
|
@ -38,18 +36,112 @@ Char_Draw(&UI_State_sta[5], "ss5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 720,
|
|||
*stringdata 字符串数据
|
||||
设置完毕后,使用“Char_ReFresh”发送即可:
|
||||
```c
|
||||
// 底盘功率显示,静态
|
||||
Char_ReFresh(&_referee_info->referee_id, UI_State_sta[5]);
|
||||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_sta[5]);
|
||||
```
|
||||
### 绘制能量框:
|
||||
定义一个图形类结构体,用于绘制能量框:
|
||||
```c
|
||||
static Graph_Data_t UI_energy_line[1]; // 电容能量条
|
||||
static Graph_Data_t UI_energy_line[3]; // 电容能量条
|
||||
```
|
||||
能量框参数设置以及发送函数:
|
||||
```c
|
||||
Rectangle_Draw(&UI_energy_line[0],"ss6", UI_Graph_ADD, 7, UI_Color_Green,20, 720, 220, 820, 240)
|
||||
UI_ReFresh(&referee_recv_info->referee_id, 1,UI_energy_line[0]);
|
||||
```
|
||||
|
||||
### 绘制power的初始值:
|
||||
```c
|
||||
Float_Draw(&UI_Energy[1], "sd5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 2, 750, 230, 24000);
|
||||
```
|
||||
### 绘制能量条的初始值:
|
||||
```c
|
||||
Line_Draw(&UI_Energy[2], "sd6", UI_Graph_ADD, 8, UI_Color_Pink, 30, 720, 160, 1020, 160);
|
||||
```
|
||||
将两个图形打包发送
|
||||
```
|
||||
UI_ReFresh(&referee_recv_info->referee_id, 2, UI_Energy[1], UI_Energy[2]);
|
||||
```
|
||||
|
||||
## TASK部分
|
||||
task中UI处于动态变化,此时需要检测所画的UI是否发生变化,若发生变化,则刷新对应UI。
|
||||
### 添加变化检测:
|
||||
绘制功率部分UI,我们需要的是`Chassis_Power_Data_s`中的数据,我们定义`Chassis_Power_Data_s Chassis_Power_Data;`和`Chassis_Power_Data_s Chassis_last_Power_Data;`分别存储此次和上次的对应数据,本次和上次对应检测变化的需求。
|
||||
```c
|
||||
typedef struct
|
||||
{
|
||||
Referee_Interactive_Flag_t Referee_Interactive_Flag;
|
||||
// 为UI绘制以及交互数据所用
|
||||
chassis_mode_e chassis_mode; // 底盘模式
|
||||
gimbal_mode_e gimbal_mode; // 云台模式
|
||||
shoot_mode_e shoot_mode; // 发射模式设置
|
||||
friction_mode_e friction_mode; // 摩擦轮关闭
|
||||
lid_mode_e lid_mode; // 弹舱盖打开
|
||||
Chassis_Power_Data_s Chassis_Power_Data; // 功率控制
|
||||
|
||||
// 上一次的模式,用于flag判断
|
||||
chassis_mode_e chassis_last_mode;
|
||||
gimbal_mode_e gimbal_last_mode;
|
||||
shoot_mode_e shoot_last_mode;
|
||||
friction_mode_e friction_last_mode;
|
||||
lid_mode_e lid_last_mode;
|
||||
Chassis_Power_Data_s Chassis_last_Power_Data;
|
||||
|
||||
} Referee_Interactive_info_t;
|
||||
```
|
||||
添加功率变化标志位,`uint32_t Power_flag : 1;`,1为检测到变化,0为未检测到变换
|
||||
```
|
||||
typedef struct
|
||||
{
|
||||
uint32_t chassis_flag : 1;
|
||||
uint32_t gimbal_flag : 1;
|
||||
uint32_t shoot_flag : 1;
|
||||
uint32_t lid_flag : 1;
|
||||
uint32_t friction_flag : 1;
|
||||
uint32_t Power_flag : 1;
|
||||
} Referee_Interactive_Flag_t;
|
||||
```
|
||||
在变化检测函数中增加对应判断,由于voltage和能量条的变化对应同一个参数`Chassis_last_Power_Data.chassis_power_mx`的变化,所以只需要一个参数即可:
|
||||
```
|
||||
static void Mode_Change_Check(Referee_Interactive_info_t *_Interactive_data)
|
||||
{
|
||||
if (_Interactive_data->chassis_mode != _Interactive_data->chassis_last_mode)
|
||||
......
|
||||
......
|
||||
if (_Interactive_data->lid_mode != _Interactive_data->lid_last_mode)
|
||||
{
|
||||
_Interactive_data->Referee_Interactive_Flag.lid_flag = 1;
|
||||
_Interactive_data->lid_last_mode = _Interactive_data->lid_mode;
|
||||
}
|
||||
|
||||
if (_Interactive_data->Chassis_Power_Data.chassis_power_mx != _Interactive_data->Chassis_last_Power_Data.chassis_power_mx)
|
||||
{
|
||||
_Interactive_data->Referee_Interactive_Flag.Power_flag = 1;
|
||||
_Interactive_data->Chassis_last_Power_Data.chassis_power_mx = _Interactive_data->Chassis_Power_Data.chassis_power_mx;
|
||||
}
|
||||
}
|
||||
```
|
||||
### 根据功率的变化绘制UI:
|
||||
在绘制变化的UI时,由于初始化时已经使用`UI_Graph_ADD`操作添加了UI,所以在绘制时,需要使用`UI_Graph_Change`操作,以便于刷新UI。
|
||||
|
||||
同时,完成UI刷新后,需要将对应的flag置0,以便于下次检测变化
|
||||
```
|
||||
if (_Interactive_data->Referee_Interactive_Flag.Power_flag == 1)
|
||||
{
|
||||
Float_Draw(&UI_Energy[1], "sd5", UI_Graph_Change, 8, UI_Color_Green, 18, 2, 2, 750, 230, _Interactive_data->Chassis_Power_Data.chassis_power_mx * 1000);
|
||||
Line_Draw(&UI_Energy[2], "sd6", UI_Graph_Change, 8, UI_Color_Pink, 30, 720, 160, (uint32_t)750 + _Interactive_data->Chassis_Power_Data.chassis_power_mx * 30, 160);
|
||||
UI_ReFresh(&referee_recv_info->referee_id, 2, UI_Energy[1], UI_Energy[2]);
|
||||
_Interactive_data->Referee_Interactive_Flag.Power_flag = 0;
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#
|
||||
#
|
||||
#
|
||||
若需要进行多机交互,可增加此函数:
|
||||
```c
|
||||
void CommBetweenRobotSend(referee_id_t *_id, robot_interactive_data_t *_data)
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
#include "robot_def.h"
|
||||
#include "rm_referee.h"
|
||||
#include "referee_UI.h"
|
||||
|
||||
#include "string.h"
|
||||
static Referee_Interactive_info_t *Interactive_data; // UI绘制需要的机器人状态数据
|
||||
static referee_info_t *referee_recv_info; // 接收到的裁判系统数据
|
||||
|
||||
|
@ -51,23 +51,24 @@ void Referee_Interactive_task()
|
|||
}
|
||||
|
||||
static Graph_Data_t UI_shoot_line[10]; // 射击准线
|
||||
static Graph_Data_t UI_energy_line[1]; // 电容能量条
|
||||
static Graph_Data_t UI_Energy[3]; // 电容能量条
|
||||
static String_Data_t UI_State_sta[6]; // 机器人状态,静态只需画一次
|
||||
static String_Data_t UI_State_dyn[6]; // 机器人状态,动态先add才能change
|
||||
static uint32_t shoot_line_location[10] = {540, 960, 490, 515, 565};
|
||||
|
||||
void My_UI_init()
|
||||
{
|
||||
while (referee_recv_info->GameRobotState.robot_id == 0)
|
||||
;
|
||||
DeterminRobotID();
|
||||
UIDelete(&referee_recv_info->referee_id, UI_Data_Del_ALL, 0); // 清空UI
|
||||
|
||||
// // 绘制发射基准线
|
||||
// 绘制发射基准线
|
||||
Line_Draw(&UI_shoot_line[0], "sl0", UI_Graph_ADD, 7, UI_Color_White, 3, 710, shoot_line_location[0], 1210, shoot_line_location[0]);
|
||||
Line_Draw(&UI_shoot_line[1], "sl1", UI_Graph_ADD, 7, UI_Color_White, 3, shoot_line_location[1], 340, shoot_line_location[1], 740);
|
||||
Line_Draw(&UI_shoot_line[2], "sl2", UI_Graph_ADD, 7, UI_Color_Yellow, 2, 810, shoot_line_location[2], 1110, shoot_line_location[2]);
|
||||
Line_Draw(&UI_shoot_line[3], "sl3", UI_Graph_ADD, 7, UI_Color_Yellow, 2, 810, shoot_line_location[3], 1110, shoot_line_location[3]);
|
||||
Line_Draw(&UI_shoot_line[4], "sl4", UI_Graph_ADD, 7, UI_Color_Yellow, 2, 810, shoot_line_location[4], 1110, shoot_line_location[4]);
|
||||
|
||||
UI_ReFresh(&referee_recv_info->referee_id, 5, UI_shoot_line[0], UI_shoot_line[1], UI_shoot_line[2], UI_shoot_line[3], UI_shoot_line[4]);
|
||||
|
||||
// 绘制车辆状态标志指示
|
||||
|
@ -82,10 +83,6 @@ void My_UI_init()
|
|||
Char_Draw(&UI_State_sta[4], "ss4", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 150, 550, "lid:");
|
||||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_sta[4]);
|
||||
|
||||
// 底盘功率显示,静态
|
||||
Char_Draw(&UI_State_sta[5], "ss5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 720, 210, "Power:");
|
||||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_sta[5]);
|
||||
|
||||
// 绘制车辆状态标志,动态
|
||||
// 由于初始化时xxx_last_mode默认为0,所以此处对应UI也应该设为0时对应的UI,防止模式不变的情况下无法置位flag,导致UI无法刷新
|
||||
Char_Draw(&UI_State_dyn[0], "sd0", UI_Graph_ADD, 8, UI_Color_Main, 15, 2, 270, 750, "zeroforce");
|
||||
|
@ -99,9 +96,18 @@ void My_UI_init()
|
|||
Char_Draw(&UI_State_dyn[4], "sd4", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 270, 550, "open ");
|
||||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_dyn[4]);
|
||||
|
||||
// 底盘功率显示,静态
|
||||
Char_Draw(&UI_State_sta[5], "ss5", UI_Graph_ADD, 7, UI_Color_Green, 18, 2, 620, 230, "Power:");
|
||||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_sta[5]);
|
||||
// 能量条框
|
||||
Rectangle_Draw(&UI_Energy[0], "ss6", UI_Graph_ADD, 7, UI_Color_Green, 2, 720, 140, 1220, 180);
|
||||
UI_ReFresh(&referee_recv_info->referee_id, 1, UI_Energy[0]);
|
||||
|
||||
// 底盘功率显示,动态
|
||||
Char_Draw(&UI_State_dyn[5], "sd5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 840, 210, "0000");
|
||||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_dyn[5]);
|
||||
Float_Draw(&UI_Energy[1], "sd5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 2, 750, 230, 24000);
|
||||
// 能量条初始状态
|
||||
Line_Draw(&UI_Energy[2], "sd6", UI_Graph_ADD, 8, UI_Color_Pink, 30, 720, 160, 1020, 160);
|
||||
UI_ReFresh(&referee_recv_info->referee_id, 2, UI_Energy[1], UI_Energy[2]);
|
||||
}
|
||||
|
||||
static uint8_t count = 0;
|
||||
|
@ -123,6 +129,9 @@ static void robot_mode_change(Referee_Interactive_info_t *_Interactive_data) //
|
|||
_Interactive_data->shoot_mode = SHOOT_ON;
|
||||
_Interactive_data->friction_mode = FRICTION_ON;
|
||||
_Interactive_data->lid_mode = LID_OPEN;
|
||||
_Interactive_data->Chassis_Power_Data.chassis_power_mx += 3.5;
|
||||
if (_Interactive_data->Chassis_Power_Data.chassis_power_mx >= 18)
|
||||
_Interactive_data->Chassis_Power_Data.chassis_power_mx = 0;
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
|
@ -225,7 +234,7 @@ static void My_UI_Refresh(referee_info_t *referee_recv_info, Referee_Interactive
|
|||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_dyn[2]);
|
||||
_Interactive_data->Referee_Interactive_Flag.shoot_flag = 0;
|
||||
}
|
||||
|
||||
// friction
|
||||
if (_Interactive_data->Referee_Interactive_Flag.friction_flag == 1)
|
||||
{
|
||||
switch (_Interactive_data->friction_mode)
|
||||
|
@ -244,7 +253,7 @@ static void My_UI_Refresh(referee_info_t *referee_recv_info, Referee_Interactive
|
|||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_dyn[3]);
|
||||
_Interactive_data->Referee_Interactive_Flag.friction_flag = 0;
|
||||
}
|
||||
|
||||
// lid
|
||||
if (_Interactive_data->Referee_Interactive_Flag.lid_flag == 1)
|
||||
{
|
||||
switch (_Interactive_data->lid_mode)
|
||||
|
@ -263,6 +272,14 @@ static void My_UI_Refresh(referee_info_t *referee_recv_info, Referee_Interactive
|
|||
Char_ReFresh(&referee_recv_info->referee_id, UI_State_dyn[4]);
|
||||
_Interactive_data->Referee_Interactive_Flag.lid_flag = 0;
|
||||
}
|
||||
// power
|
||||
if (_Interactive_data->Referee_Interactive_Flag.Power_flag == 1)
|
||||
{
|
||||
Float_Draw(&UI_Energy[1], "sd5", UI_Graph_Change, 8, UI_Color_Green, 18, 2, 2, 750, 230, _Interactive_data->Chassis_Power_Data.chassis_power_mx * 1000);
|
||||
Line_Draw(&UI_Energy[2], "sd6", UI_Graph_Change, 8, UI_Color_Pink, 30, 720, 160, (uint32_t)750 + _Interactive_data->Chassis_Power_Data.chassis_power_mx * 30, 160);
|
||||
UI_ReFresh(&referee_recv_info->referee_id, 2, UI_Energy[1], UI_Energy[2]);
|
||||
_Interactive_data->Referee_Interactive_Flag.Power_flag = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -302,4 +319,10 @@ static void Mode_Change_Check(Referee_Interactive_info_t *_Interactive_data)
|
|||
_Interactive_data->Referee_Interactive_Flag.lid_flag = 1;
|
||||
_Interactive_data->lid_last_mode = _Interactive_data->lid_mode;
|
||||
}
|
||||
|
||||
if (_Interactive_data->Chassis_Power_Data.chassis_power_mx != _Interactive_data->Chassis_last_Power_Data.chassis_power_mx)
|
||||
{
|
||||
_Interactive_data->Referee_Interactive_Flag.Power_flag = 1;
|
||||
_Interactive_data->Chassis_last_Power_Data.chassis_power_mx = _Interactive_data->Chassis_Power_Data.chassis_power_mx;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -59,22 +59,20 @@ typedef struct
|
|||
{
|
||||
Referee_Interactive_Flag_t Referee_Interactive_Flag;
|
||||
// 为UI绘制以及交互数据所用
|
||||
Robot_Status_e Robot_Status; // 机器人状态
|
||||
App_Status_e App_Status; // 应用状态
|
||||
chassis_mode_e chassis_mode; // 底盘模式
|
||||
gimbal_mode_e gimbal_mode; // 云台模式
|
||||
shoot_mode_e shoot_mode; // 发射模式设置
|
||||
friction_mode_e friction_mode; // 摩擦轮关闭
|
||||
lid_mode_e lid_mode; // 弹舱盖打开
|
||||
loader_mode_e loader_mode; // 单发...连发
|
||||
Chassis_Power_Data_s Chassis_Power_Data; // 功率控制
|
||||
|
||||
// 上一次的模式,用于flag判断
|
||||
chassis_mode_e chassis_last_mode; // 底盘模式
|
||||
gimbal_mode_e gimbal_last_mode; // 云台模式
|
||||
shoot_mode_e shoot_last_mode; // 发射模式设置
|
||||
friction_mode_e friction_last_mode; // 摩擦轮关闭
|
||||
lid_mode_e lid_last_mode; // 弹舱盖打开
|
||||
chassis_mode_e chassis_last_mode;
|
||||
gimbal_mode_e gimbal_last_mode;
|
||||
shoot_mode_e shoot_last_mode;
|
||||
friction_mode_e friction_last_mode;
|
||||
lid_mode_e lid_last_mode;
|
||||
Chassis_Power_Data_s Chassis_last_Power_Data;
|
||||
|
||||
} Referee_Interactive_info_t;
|
||||
|
||||
|
|
Loading…
Reference in New Issue