/** * @file referee.C * @author kidneygood (you@domain.com) * @brief * @version 0.1 * @date 2022-11-18 * * @copyright Copyright (c) 2022 * */ #include "referee_task.h" #include "robot_def.h" #include "rm_referee.h" #include "referee_UI.h" #include "string.h" #include "cmsis_os.h" #include "chassis.h" #include "super_cap.h" extern SuperCapInstance *cap; // 超级电容 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 Referee_Interactive_info_t ui_data; uint8_t UI_Seq; // 包序号,供整个referee文件使用 // @todo 不应该使用全局变量 /** * @brief 判断各种ID,选择客户端ID * @param referee_info_t *referee_recv_info * @retval none * @attention */ static void DeterminRobotID() { // id小于7是红色,大于7是蓝色 #define Robot_Red 0 #define Robot_Blue 1 referee_recv_info->referee_id.Robot_Color = referee_recv_info->GameRobotState.robot_id > 7 ? Robot_Blue : Robot_Red; referee_recv_info->referee_id.Robot_ID = referee_recv_info->GameRobotState.robot_id; referee_recv_info->referee_id.Cilent_ID = 0x0100 + referee_recv_info->referee_id.Robot_ID; // 计算客户端ID referee_recv_info->referee_id.Receiver_Robot_ID = 0; } static void MyUIRefresh(referee_info_t *referee_recv_info, Referee_Interactive_info_t *_Interactive_data); static void UIChangeCheck(Referee_Interactive_info_t *_Interactive_data); // 模式切换检测 static void RobotModeTest(Referee_Interactive_info_t *_Interactive_data); // 测试用函数,实现模式自动变化 referee_info_t *UITaskInit(UART_HandleTypeDef *referee_usart_handle, Referee_Interactive_info_t *UI_data) { referee_recv_info = RefereeInit(referee_usart_handle); // 初始化裁判系统的串口,并返回裁判系统反馈数据指针 Interactive_data = UI_data; // 获取UI绘制需要的机器人状态数据 referee_recv_info->init_flag = 1; return referee_recv_info; } void UITask() { //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 MyUIRefresh(referee_recv_info, Interactive_data); } static Graph_Data_t UI_shoot_line[10]; // 射击准线 static Graph_Data_t UI_shoot_yuan[2]; // 射击圆心 static Graph_Data_t UI_Energy[4]; // 电容能量条 static String_Data_t UI_State_sta[7]; // 机器人状态,静态只需画一次 static String_Data_t UI_State_dyn[7]; // 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 MyUIInit() { if (!referee_recv_info->init_flag) vTaskDelete(NULL); // 如果没有初始化裁判系统则直接删除ui任务 while (referee_recv_info->GameRobotState.robot_id == 0) osDelay(100); // 若还未收到裁判系统数据,等待一段时间后再检查 DeterminRobotID(); // 确定ui要发送到的目标客户端 UIDelete(&referee_recv_info->referee_id, UI_Data_Del_ALL, 0); // 清空UI // 绘制发射基准线和基准圆 UILineDraw(&UI_shoot_line[0], "sl0", UI_Graph_ADD, 7, UI_Color_White, 3, 710, shoot_line_location[0], 1210, shoot_line_location[0]); UILineDraw(&UI_shoot_line[1], "sl1", UI_Graph_ADD, 7, UI_Color_White, 3, shoot_line_location[1], 340, shoot_line_location[1], 740); UILineDraw(&UI_shoot_line[2], "sl2", UI_Graph_ADD, 7, UI_Color_Yellow, 2, 810, shoot_line_location[2], 1110, shoot_line_location[2]); UILineDraw(&UI_shoot_line[3], "sl3", UI_Graph_ADD, 7, UI_Color_Orange, 2, 960, 200, 960, 600); UICircleDraw(&UI_shoot_yuan[0],"sy0",UI_Graph_ADD,7,UI_Color_Yellow,2,960,540,10); 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_yuan[0]); // 绘制车辆状态标志指示 UICharDraw(&UI_State_sta[0], "ss0", UI_Graph_ADD, 8, UI_Color_Main, 15, 2, 150, 750, "chassis:"); UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[0]); UICharDraw(&UI_State_sta[1], "ss1", UI_Graph_ADD, 8, UI_Color_Yellow, 15, 2, 150, 700, "gimbal:"); UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[1]); UICharDraw(&UI_State_sta[2], "ss2", UI_Graph_ADD, 8, UI_Color_Orange, 15, 2, 150, 650, "shoot:"); UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[2]); UICharDraw(&UI_State_sta[3], "ss3", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 150, 600, "F.frict:"); UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[3]); UICharDraw(&UI_State_sta[4], "ss4", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 150, 550, "Q.lid:"); UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[4]); // 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 UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_ADD, 8, UI_Color_Main, 15, 2, 270, 750, "zeroforce"); UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[0]); UICharDraw(&UI_State_dyn[1], "sd1", UI_Graph_ADD, 8, UI_Color_Yellow, 15, 2, 270, 700, "zeroforce"); UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[1]); UICharDraw(&UI_State_dyn[2], "sd2", UI_Graph_ADD, 8, UI_Color_Orange, 15, 2, 270, 650, "off"); UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[2]); UICharDraw(&UI_State_dyn[3], "sd3", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 270, 600, "off"); UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[3]); UICharDraw(&UI_State_dyn[4], "sd4", UI_Graph_ADD, 8, UI_Color_Pink, 15, 2, 270, 550, "open "); UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[4]); // 底盘功率显示,静态 UICharDraw(&UI_State_sta[5], "ss5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 620, 230, "Power_MAX:"); UICharRefresh(&referee_recv_info->referee_id, UI_State_sta[5]); // 能量条框 UIRectangleDraw(&UI_Energy[0], "ss6", UI_Graph_ADD, 7, UI_Color_Green, 2, 720, 140, 1220, 180); UIGraphRefresh(&referee_recv_info->referee_id, 1, UI_Energy[0]); // 底盘功率显示,动态 UIFloatDraw(&UI_Energy[1], "sd5", UI_Graph_ADD, 8, UI_Color_Green, 18, 2, 2, 850, 230, referee_recv_info->GameRobotState.chassis_power_limit*1000); UIGraphRefresh(&referee_recv_info->referee_id, 1, UI_Energy[1]); // 能量条初始状态 UILineDraw(&UI_Energy[2], "sd6", UI_Graph_ADD, 8, UI_Color_Pink, 30, 720, 160, 1020, 160); //超级电容电压 UIIntDraw(&UI_Energy[3],"sd7",UI_Graph_ADD,8,UI_Color_Pink,18,2,1000,300,cap->cap_msg.cap_vol); UIGraphRefresh(&referee_recv_info->referee_id, 1, UI_Energy[3]); } // 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 static uint8_t count = 0; static uint16_t count1 = 0; static void RobotModeTest(Referee_Interactive_info_t *_Interactive_data) // 测试用函数,实现模式自动变化 { count++; if (count >= 50) { count = 0; count1++; } switch (count1 % 4) { case 0: { _Interactive_data->chassis_mode = CHASSIS_ZERO_FORCE; _Interactive_data->gimbal_mode = GIMBAL_ZERO_FORCE; _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: { _Interactive_data->chassis_mode = CHASSIS_ROTATE; _Interactive_data->gimbal_mode = GIMBAL_FREE_MODE; _Interactive_data->shoot_mode = SHOOT_OFF; _Interactive_data->friction_mode = FRICTION_OFF; _Interactive_data->lid_mode = LID_CLOSE; break; } case 2: { _Interactive_data->chassis_mode = CHASSIS_NO_FOLLOW; _Interactive_data->gimbal_mode = GIMBAL_GYRO_MODE; _Interactive_data->shoot_mode = SHOOT_ON; _Interactive_data->friction_mode = FRICTION_ON; _Interactive_data->lid_mode = LID_OPEN; break; } case 3: { _Interactive_data->chassis_mode = CHASSIS_FOLLOW_GIMBAL_YAW; _Interactive_data->gimbal_mode = GIMBAL_ZERO_FORCE; _Interactive_data->shoot_mode = SHOOT_OFF; _Interactive_data->friction_mode = FRICTION_OFF; _Interactive_data->lid_mode = LID_CLOSE; break; } default: break; } } static void MyUIRefresh(referee_info_t *referee_recv_info, Referee_Interactive_info_t *_Interactive_data) { UIChangeCheck(_Interactive_data); // chassis if (_Interactive_data->Referee_Interactive_Flag.chassis_flag == 1) { switch (_Interactive_data->chassis_mode) { case CHASSIS_ZERO_FORCE: UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_Change, 8, UI_Color_Main, 15, 2, 270, 750, "zeroforce"); break; case CHASSIS_ROTATE: UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_Change, 8, UI_Color_Main, 15, 2, 270, 750, "rotate "); // 此处注意字数对齐问题,字数相同才能覆盖掉 break; case CHASSIS_NO_FOLLOW: UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_Change, 8, UI_Color_Main, 15, 2, 270, 750, "nofollow "); break; case CHASSIS_FOLLOW_GIMBAL_YAW: UICharDraw(&UI_State_dyn[0], "sd0", UI_Graph_Change, 8, UI_Color_Main, 15, 2, 270, 750, "follow "); break; } UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[0]); _Interactive_data->Referee_Interactive_Flag.chassis_flag = 0; } // gimbal if (_Interactive_data->Referee_Interactive_Flag.gimbal_flag == 1) { switch (_Interactive_data->gimbal_mode) { case GIMBAL_ZERO_FORCE: { UICharDraw(&UI_State_dyn[1], "sd1", UI_Graph_Change, 8, UI_Color_Yellow, 15, 2, 270, 700, "zeroforce"); break; } case GIMBAL_FREE_MODE: { UICharDraw(&UI_State_dyn[1], "sd1", UI_Graph_Change, 8, UI_Color_Yellow, 15, 2, 270, 700, "free "); break; } case GIMBAL_GYRO_MODE: { UICharDraw(&UI_State_dyn[1], "sd1", UI_Graph_Change, 8, UI_Color_Yellow, 15, 2, 270, 700, "gyro "); break; } } UICharRefresh(&referee_recv_info->referee_id, UI_State_dyn[1]); _Interactive_data->Referee_Interactive_Flag.gimbal_flag = 0; } // shoot if (_Interactive_data->Referee_Interactive_Flag.shoot_flag == 1) { 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"); UICharRefresh(&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) { 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"); UICharRefresh(&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) { 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"); UICharRefresh(&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) { UIFloatDraw(&UI_Energy[1], "sd5", UI_Graph_Change, 8, UI_Color_Green, 18, 2, 2, 850, 230, _Interactive_data->Chassis_Power_Data.chassis_power_mx * 1000); UILineDraw(&UI_Energy[2], "sd6", UI_Graph_Change, 8, UI_Color_Pink, 30, 720, 160, (uint32_t)750 + cap->cap_msg.cap_vol * 30, 160); UIGraphRefresh(&referee_recv_info->referee_id, 2, UI_Energy[1], UI_Energy[2]); _Interactive_data->Referee_Interactive_Flag.Power_flag = 0; } //绘制开火建议 if (_Interactive_data->Referee_Interactive_Flag.aim_flag == 1) { UICircleDraw(&UI_shoot_yuan[0], "sy0", UI_Graph_Change, 7, _Interactive_data->aim_fire == 0 ? UI_Color_Yellow : UI_Color_Main, 2, 960, 540, 10); UIGraphRefresh(&referee_recv_info->referee_id, 1, UI_shoot_yuan[0]); _Interactive_data->Referee_Interactive_Flag.lid_flag = 0; } } /** * @brief 模式切换检测,模式发生切换时,对flag置位 * @param Referee_Interactive_info_t *_Interactive_data * @retval none * @attention */ static void UIChangeCheck(Referee_Interactive_info_t *_Interactive_data) { if (_Interactive_data->chassis_mode != _Interactive_data->chassis_last_mode) { _Interactive_data->Referee_Interactive_Flag.chassis_flag = 1; _Interactive_data->chassis_last_mode = _Interactive_data->chassis_mode; } if (_Interactive_data->gimbal_mode != _Interactive_data->gimbal_last_mode) { _Interactive_data->Referee_Interactive_Flag.gimbal_flag = 1; _Interactive_data->gimbal_last_mode = _Interactive_data->gimbal_mode; } if (_Interactive_data->shoot_mode != _Interactive_data->shoot_last_mode) { _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; } if (_Interactive_data->Chassis_Power_Data.cap_power != _Interactive_data->Chassis_last_Power_Data.cap_power) { _Interactive_data->Referee_Interactive_Flag.cap_flag = 1; _Interactive_data->Chassis_last_Power_Data.cap_power = _Interactive_data->Chassis_Power_Data.cap_power; } if (_Interactive_data->aim_fire != _Interactive_data->aim_last_fire) { _Interactive_data->Referee_Interactive_Flag.aim_flag = 1; _Interactive_data->aim_last_fire = _Interactive_data->aim_fire; } }