UI部分更改为裁判系统串口发送复活、买弹指令 待测试
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c97996f501
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913ce8e829
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@ -255,6 +255,9 @@ typedef enum
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RobotID_BAerial = 106,
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RobotID_BSentry = 107,
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RobotID_BRadar = 109,
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//裁判系统服务器ID 用于哨兵和雷达自主决策
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RobotID_Referee = 0x8080,
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} Robot_ID_e;
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/* 交互数据ID */
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@ -269,6 +272,9 @@ typedef enum
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/* 自定义交互数据部分 */
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Communicate_Data_ID = 0x0200,
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// 哨兵雷达自主决策部分
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Sentry_Decision_ID = 0x0120,
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Radar_Decision_ID = 0x0121,
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} Interactive_Data_ID_e;
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/* 交互数据长度 */
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@ -281,6 +287,8 @@ typedef enum
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/* 自定义交互数据部分 */
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// Communicate_Data_LEN = 5,
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Sentry_Decision_LEN = 4,
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Radar_Decision_LEN = 1,
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} Interactive_Data_Length_e;
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@ -311,7 +319,20 @@ typedef struct
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ext_student_interactive_header_data_t datahead;
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robot_interactive_data_t Data; // 数据段
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} Communicate_ReceiveData_t;
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// 哨兵决策数据
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typedef struct
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{
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uint32_t reborn:1; // 读条确认复活
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uint32_t reborn_now:1; // 买活
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uint32_t buy_bullet:11;
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// 购买弹丸数量 开局为0,修改此值后,哨兵在补血点即可兑换允许发弹量。此值的变化需要单调递增,否则视为不合法。
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uint32_t remote_bullet:4;
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//哨兵远程兑换发弹量的请求次数,开局为0,修改此值即可请求远程兑换发弹量。此值的变化需要单调递增且每次仅能增加1,否则视为不合法。
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uint32_t remote_HP:4;
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//哨兵远程兑换血量的请求次数,开局为0,修改此值即可请求远程兑换血量。此值的变化需要单调递增且每次仅能增加1,否则视为不合法。
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uint32_t reserve:11;
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}Sentry_Decision_Data_t;
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//在哨兵发送该子命令时,服务器将按照从相对低位到相对高位的原则依次处理这些指令,直至全部成功或不能处理为止。
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/****************************UI交互数据****************************/
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/* 图形数据 */
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@ -14,6 +14,7 @@
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#include "referee_UI.h"
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#include "string.h"
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#include "cmsis_os.h"
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#include "crc_ref.h"
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static Referee_Interactive_info_t *Interactive_data; // UI绘制需要的机器人状态数据
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static referee_info_t *referee_recv_info; // 接收到的裁判系统数据
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@ -34,10 +35,8 @@ static void DeterminRobotID()
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referee_recv_info->referee_id.Cilent_ID = 0x0100 + referee_recv_info->referee_id.Robot_ID; // 计算客户端ID
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referee_recv_info->referee_id.Receiver_Robot_ID = 0;
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}
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static void MyUIRefresh(referee_info_t *referee_recv_info, Referee_Interactive_info_t *_Interactive_data);
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static void UIChangeCheck(Referee_Interactive_info_t *_Interactive_data); // 模式切换检测
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static void RobotModeTest(Referee_Interactive_info_t *_Interactive_data); // 测试用函数,实现模式自动变化
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Sentry_Decision_Data_t SentryDecision;
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static void Sentry_CMD_send(referee_id_t *_id,Sentry_Decision_Data_t Sentry_Decision);
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referee_info_t *UITaskInit(UART_HandleTypeDef *referee_usart_handle, Referee_Interactive_info_t *UI_data)
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{
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@ -49,251 +48,47 @@ referee_info_t *UITaskInit(UART_HandleTypeDef *referee_usart_handle, Referee_Int
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void UITask()
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{
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RobotModeTest(Interactive_data); // 测试用函数,实现模式自动变化,用于检查该任务和裁判系统是否连接正常
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MyUIRefresh(referee_recv_info, Interactive_data);
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SentryDecision.reserve = 1; // 确认复活
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SentryDecision.buy_bullet = 100; //买100发弹丸
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Sentry_CMD_send(&referee_recv_info->referee_id,SentryDecision);
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}
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static Graph_Data_t UI_shoot_line[10]; // 射击准线
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static Graph_Data_t UI_Energy[3]; // 电容能量条
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static String_Data_t UI_State_sta[6]; // 机器人状态,静态只需画一次
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static String_Data_t UI_State_dyn[6]; // 机器人状态,动态先add才能change
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static uint32_t shoot_line_location[10] = {540, 960, 490, 515, 565};
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void MyUIInit()
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{
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if (!referee_recv_info->init_flag)
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vTaskDelete(NULL); // 如果没有初始化裁判系统则直接删除ui任务
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// if (!referee_recv_info->init_flag)
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//vTaskDelete(NULL); // 如果没有初始化裁判系统则直接删除ui任务
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while (referee_recv_info->GameRobotState.robot_id == 0)
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{
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osDelay(100); // 若还未收到裁判系统数据,等待一段时间后再检查
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}
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DeterminRobotID(); // 确定ui要发送到的目标客户端
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UIDelete(&referee_recv_info->referee_id, UI_Data_Del_ALL, 0); // 清空UI
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// 绘制发射基准线
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UILineDraw(&UI_shoot_line[0], "sl0", UI_Graph_ADD, 7, UI_Color_White, 3, 710, shoot_line_location[0], 1210, shoot_line_location[0]);
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UILineDraw(&UI_shoot_line[1], "sl1", UI_Graph_ADD, 7, UI_Color_White, 3, shoot_line_location[1], 340, shoot_line_location[1], 740);
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UILineDraw(&UI_shoot_line[2], "sl2", UI_Graph_ADD, 7, UI_Color_Yellow, 2, 810, shoot_line_location[2], 1110, shoot_line_location[2]);
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UILineDraw(&UI_shoot_line[3], "sl3", UI_Graph_ADD, 7, UI_Color_Yellow, 2, 810, shoot_line_location[3], 1110, shoot_line_location[3]);
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UILineDraw(&UI_shoot_line[4], "sl4", UI_Graph_ADD, 7, UI_Color_Yellow, 2, 810, shoot_line_location[4], 1110, shoot_line_location[4]);
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UIGraphRefresh(&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]);
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// 绘制车辆状态标志指示
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UICharDraw(&UI_State_sta[0], "ss0", UI_Graph_ADD, 8, UI_Color_Main, 15, 2, 150, 750, "chassis:");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[0]);
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UICharDraw(&UI_State_sta[1], "ss1", UI_Graph_ADD, 8, UI_Color_Yellow, 15, 2, 150, 700, "gimbal:");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[1]);
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UICharDraw(&UI_State_sta[2], "ss2", UI_Graph_ADD, 8, UI_Color_Orange, 15, 2, 150, 650, "shoot:");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[2]);
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UICharDraw(&UI_State_sta[3], "ss3", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 150, 600, "frict:");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[3]);
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UICharDraw(&UI_State_sta[4], "ss4", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 150, 550, "lid:");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[4]);
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// 绘制车辆状态标志,动态
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// 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
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UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_ADD, 8, UI_Color_Main, 15, 2, 270, 750, "zeroforce");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[0]);
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UICharDraw(&UI_State_dyn[1], "sd1", UI_Graph_ADD, 8, UI_Color_Yellow, 15, 2, 270, 700, "zeroforce");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[1]);
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UICharDraw(&UI_State_dyn[2], "sd2", UI_Graph_ADD, 8, UI_Color_Orange, 15, 2, 270, 650, "off");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[2]);
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UICharDraw(&UI_State_dyn[3], "sd3", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 270, 600, "off");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[3]);
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UICharDraw(&UI_State_dyn[4], "sd4", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 270, 550, "open ");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[4]);
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// 底盘功率显示,静态
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UICharDraw(&UI_State_sta[5], "ss5", UI_Graph_ADD, 7, UI_Color_Green, 18, 2, 620, 230, "Power:");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[5]);
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// 能量条框
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UIRectangleDraw(&UI_Energy[0], "ss6", UI_Graph_ADD, 7, UI_Color_Green, 2, 720, 140, 1220, 180);
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UIGraphRefresh(&referee_recv_info->referee_id, 1, UI_Energy[0]);
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// 底盘功率显示,动态
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UIFloatDraw(&UI_Energy[1], "sd5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 2, 750, 230, 24000);
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// 能量条初始状态
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UILineDraw(&UI_Energy[2], "sd6", UI_Graph_ADD, 8, UI_Color_Pink, 30, 720, 160, 1020, 160);
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UIGraphRefresh(&referee_recv_info->referee_id, 2, UI_Energy[1], UI_Energy[2]);
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}
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// 测试用函数,实现模式自动变化,用于检查该任务和裁判系统是否连接正常
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static uint8_t count = 0;
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static uint16_t count1 = 0;
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static void RobotModeTest(Referee_Interactive_info_t *_Interactive_data) // 测试用函数,实现模式自动变化
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void Sentry_CMD_send(referee_id_t *_id,Sentry_Decision_Data_t Sentry_Decision)
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{
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count++;
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if (count >= 50)
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{
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count = 0;
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count1++;
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}
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switch (count1 % 4)
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{
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case 0:
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{
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_Interactive_data->chassis_mode = CHASSIS_ZERO_FORCE;
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_Interactive_data->gimbal_mode = GIMBAL_ZERO_FORCE;
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_Interactive_data->shoot_mode = SHOOT_ON;
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_Interactive_data->friction_mode = FRICTION_ON;
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_Interactive_data->lid_mode = LID_OPEN;
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_Interactive_data->Chassis_Power_Data.chassis_power_mx += 3.5;
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if (_Interactive_data->Chassis_Power_Data.chassis_power_mx >= 18)
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_Interactive_data->Chassis_Power_Data.chassis_power_mx = 0;
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break;
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}
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case 1:
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{
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_Interactive_data->chassis_mode = CHASSIS_ROTATE;
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_Interactive_data->gimbal_mode = GIMBAL_FREE_MODE;
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_Interactive_data->shoot_mode = SHOOT_OFF;
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_Interactive_data->friction_mode = FRICTION_OFF;
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_Interactive_data->lid_mode = LID_CLOSE;
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break;
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}
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case 2:
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{
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_Interactive_data->chassis_mode = CHASSIS_NO_FOLLOW;
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_Interactive_data->gimbal_mode = GIMBAL_GYRO_MODE;
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_Interactive_data->shoot_mode = SHOOT_ON;
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_Interactive_data->friction_mode = FRICTION_ON;
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_Interactive_data->lid_mode = LID_OPEN;
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break;
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}
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case 3:
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{
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_Interactive_data->chassis_mode = CHASSIS_FOLLOW_GIMBAL_YAW;
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_Interactive_data->gimbal_mode = GIMBAL_ZERO_FORCE;
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_Interactive_data->shoot_mode = SHOOT_OFF;
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_Interactive_data->friction_mode = FRICTION_OFF;
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_Interactive_data->lid_mode = LID_CLOSE;
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break;
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}
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default:
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break;
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}
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}
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static void MyUIRefresh(referee_info_t *referee_recv_info, Referee_Interactive_info_t *_Interactive_data)
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{
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UIChangeCheck(_Interactive_data);
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// chassis
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if (_Interactive_data->Referee_Interactive_Flag.chassis_flag == 1)
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{
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switch (_Interactive_data->chassis_mode)
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{
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case CHASSIS_ZERO_FORCE:
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UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_Change, 8, UI_Color_Main, 15, 2, 270, 750, "zeroforce");
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break;
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case CHASSIS_ROTATE:
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UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_Change, 8, UI_Color_Main, 15, 2, 270, 750, "rotate ");
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// 此处注意字数对齐问题,字数相同才能覆盖掉
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break;
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case CHASSIS_NO_FOLLOW:
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UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_Change, 8, UI_Color_Main, 15, 2, 270, 750, "nofollow ");
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break;
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case CHASSIS_FOLLOW_GIMBAL_YAW:
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UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_Change, 8, UI_Color_Main, 15, 2, 270, 750, "follow ");
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break;
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}
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[0]);
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_Interactive_data->Referee_Interactive_Flag.chassis_flag = 0;
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}
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// gimbal
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if (_Interactive_data->Referee_Interactive_Flag.gimbal_flag == 1)
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{
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switch (_Interactive_data->gimbal_mode)
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{
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case GIMBAL_ZERO_FORCE:
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{
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UICharDraw(&UI_State_dyn[1], "sd1", UI_Graph_Change, 8, UI_Color_Yellow, 15, 2, 270, 700, "zeroforce");
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break;
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}
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case GIMBAL_FREE_MODE:
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{
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UICharDraw(&UI_State_dyn[1], "sd1", UI_Graph_Change, 8, UI_Color_Yellow, 15, 2, 270, 700, "free ");
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break;
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}
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case GIMBAL_GYRO_MODE:
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{
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UICharDraw(&UI_State_dyn[1], "sd1", UI_Graph_Change, 8, UI_Color_Yellow, 15, 2, 270, 700, "gyro ");
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break;
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}
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}
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[1]);
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_Interactive_data->Referee_Interactive_Flag.gimbal_flag = 0;
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}
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// shoot
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if (_Interactive_data->Referee_Interactive_Flag.shoot_flag == 1)
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{
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UICharDraw(&UI_State_dyn[2], "sd2", UI_Graph_Change, 8, UI_Color_Pink, 15, 2, 270, 650, _Interactive_data->shoot_mode == SHOOT_ON ? "on " : "off");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[2]);
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_Interactive_data->Referee_Interactive_Flag.shoot_flag = 0;
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}
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// friction
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if (_Interactive_data->Referee_Interactive_Flag.friction_flag == 1)
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{
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UICharDraw(&UI_State_dyn[3], "sd3", UI_Graph_Change, 8, UI_Color_Pink, 15, 2, 270, 600, _Interactive_data->friction_mode == FRICTION_ON ? "on " : "off");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[3]);
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_Interactive_data->Referee_Interactive_Flag.friction_flag = 0;
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}
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// lid
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if (_Interactive_data->Referee_Interactive_Flag.lid_flag == 1)
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{
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UICharDraw(&UI_State_dyn[4], "sd4", UI_Graph_Change, 8, UI_Color_Pink, 15, 2, 270, 550, _Interactive_data->lid_mode == LID_OPEN ? "open " : "close");
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UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[4]);
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_Interactive_data->Referee_Interactive_Flag.lid_flag = 0;
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}
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// power
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if (_Interactive_data->Referee_Interactive_Flag.Power_flag == 1)
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{
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UIFloatDraw(&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);
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UILineDraw(&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);
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UIGraphRefresh(&referee_recv_info->referee_id, 2, UI_Energy[1], UI_Energy[2]);
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_Interactive_data->Referee_Interactive_Flag.Power_flag = 0;
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}
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}
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/**
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* @brief 模式切换检测,模式发生切换时,对flag置位
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* @param Referee_Interactive_info_t *_Interactive_data
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* @retval none
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* @attention
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*/
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static void UIChangeCheck(Referee_Interactive_info_t *_Interactive_data)
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{
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if (_Interactive_data->chassis_mode != _Interactive_data->chassis_last_mode)
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{
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_Interactive_data->Referee_Interactive_Flag.chassis_flag = 1;
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_Interactive_data->chassis_last_mode = _Interactive_data->chassis_mode;
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}
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if (_Interactive_data->gimbal_mode != _Interactive_data->gimbal_last_mode)
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{
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_Interactive_data->Referee_Interactive_Flag.gimbal_flag = 1;
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_Interactive_data->gimbal_last_mode = _Interactive_data->gimbal_mode;
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}
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if (_Interactive_data->shoot_mode != _Interactive_data->shoot_last_mode)
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{
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_Interactive_data->Referee_Interactive_Flag.shoot_flag = 1;
|
||||
_Interactive_data->shoot_last_mode = _Interactive_data->shoot_mode;
|
||||
}
|
||||
|
||||
if (_Interactive_data->friction_mode != _Interactive_data->friction_last_mode)
|
||||
{
|
||||
_Interactive_data->Referee_Interactive_Flag.friction_flag = 1;
|
||||
_Interactive_data->friction_last_mode = _Interactive_data->friction_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;
|
||||
}
|
||||
static Sentry_CMD_t sentryCmd;
|
||||
|
||||
uint8_t temp_datalength = Interactive_Data_LEN_Head + Sentry_Decision_LEN; // 计算交互数据长度
|
||||
|
||||
sentryCmd.FrameHeader.SOF = REFEREE_SOF;
|
||||
sentryCmd.FrameHeader.DataLength = temp_datalength;
|
||||
sentryCmd.FrameHeader.Seq = UI_Seq;
|
||||
sentryCmd.FrameHeader.CRC8 = Get_CRC8_Check_Sum((uint8_t *)&sentryCmd, LEN_CRC8, 0xFF);
|
||||
|
||||
sentryCmd.CmdID = ID_student_interactive;
|
||||
|
||||
sentryCmd.datahead.data_cmd_id = Sentry_Decision_ID;
|
||||
|
||||
sentryCmd.datahead.receiver_ID = RobotID_Referee;
|
||||
sentryCmd.datahead.sender_ID = _id->Robot_ID;
|
||||
|
||||
sentryCmd.SentryDecision = Sentry_Decision;
|
||||
|
||||
sentryCmd.frametail = Get_CRC16_Check_Sum((uint8_t *)&sentryCmd, LEN_HEADER + LEN_CMDID + temp_datalength, 0xFFFF);
|
||||
|
||||
RefereeSend((uint8_t *)&sentryCmd, LEN_HEADER + LEN_CMDID + temp_datalength + LEN_TAIL); // 发送
|
||||
|
||||
UI_Seq++; // 包序号+1
|
||||
}
|
||||
|
|
|
@ -4,6 +4,15 @@
|
|||
#include "rm_referee.h"
|
||||
#include "robot_def.h"
|
||||
|
||||
typedef struct
|
||||
{
|
||||
xFrameHeader FrameHeader;
|
||||
uint16_t CmdID;
|
||||
ext_student_interactive_header_data_t datahead;
|
||||
Sentry_Decision_Data_t SentryDecision;
|
||||
uint16_t frametail;
|
||||
} Sentry_CMD_t; // 打印字符串数据
|
||||
|
||||
/**
|
||||
* @brief 初始化裁判系统交互任务(UI和多机通信)
|
||||
*
|
||||
|
|
|
@ -9,7 +9,7 @@ OpenToolbar="Debug", Floating=0, x=0, y=0
|
|||
OpenWindow="Memory 1", DockArea=BOTTOM, x=2, y=0, w=341, h=302, FilterBarShown=0, TotalValueBarShown=0, ToolBarShown=0, EditorAddress=0x20009694
|
||||
OpenWindow="Watched Data 1", DockArea=LEFT, x=0, y=0, w=567, h=622, FilterBarShown=0, TotalValueBarShown=0, ToolBarShown=0
|
||||
OpenWindow="Data Sampling", DockArea=BOTTOM, x=0, y=0, w=544, h=302, FilterBarShown=0, TotalValueBarShown=0, ToolBarShown=0, VisibleTab=0, UniformSampleSpacing=0
|
||||
OpenWindow="Timeline", DockArea=RIGHT, x=0, y=0, w=980, h=622, FilterBarShown=0, TotalValueBarShown=0, ToolBarShown=1, DataPaneShown=1, PowerPaneShown=0, CodePaneShown=0, PinCursor="Cursor Movable", TimePerDiv="2 s / Div", TimeStampFormat="Time", DataGraphDrawAsPoints=0, DataGraphLegendShown=1, DataGraphUniformSampleSpacing=0, DataGraphLegendPosition="479;0", DataGraphShowNamesAtCursor=0, PowerGraphDrawAsPoints=0, PowerGraphLegendShown=0, PowerGraphAvgFilterTime=Off, PowerGraphAvgFilterLen=Off, PowerGraphUniformSampleSpacing=0, PowerGraphLegendPosition="778;0", CodeGraphLegendShown=0, CodeGraphLegendPosition="737;0"
|
||||
OpenWindow="Timeline", DockArea=RIGHT, x=0, y=0, w=855, h=622, FilterBarShown=0, TotalValueBarShown=0, ToolBarShown=1, DataPaneShown=1, PowerPaneShown=0, CodePaneShown=0, PinCursor="Cursor Movable", TimePerDiv="2 s / Div", TimeStampFormat="Time", DataGraphDrawAsPoints=0, DataGraphLegendShown=1, DataGraphUniformSampleSpacing=0, DataGraphLegendPosition="354;0", DataGraphShowNamesAtCursor=0, PowerGraphDrawAsPoints=0, PowerGraphLegendShown=0, PowerGraphAvgFilterTime=Off, PowerGraphAvgFilterLen=Off, PowerGraphUniformSampleSpacing=0, PowerGraphLegendPosition="676;0", CodeGraphLegendShown=0, CodeGraphLegendPosition="690;0"
|
||||
OpenWindow="Console", DockArea=BOTTOM, x=1, y=0, w=1033, h=302, FilterBarShown=0, TotalValueBarShown=0, ToolBarShown=0
|
||||
SmartViewPlugin="", Page="", Toolbar="Hidden", Window="SmartView 1"
|
||||
TableHeader="Data Sampling Table", SortCol="None", SortOrder="ASCENDING", VisibleCols=["Index";"Time"], ColWidths=[100;100]
|
||||
|
|
Loading…
Reference in New Issue