Consolidates Buzzer and Speaker into a single object

This commit is contained in:
João Brázio 2016-07-29 17:39:07 +01:00
parent 8093c5f534
commit 2b5faa61e2
4 changed files with 14 additions and 89 deletions

View File

@ -386,14 +386,9 @@ void calculate_volumetric_multipliers();
// Buzzer // Buzzer
#if HAS_BUZZER #if HAS_BUZZER
#if ENABLED(SPEAKER)
#include "speaker.h"
extern Speaker buzzer;
#else
#include "buzzer.h" #include "buzzer.h"
extern Buzzer buzzer; extern Buzzer buzzer;
#endif #endif
#endif
/** /**
* Blocking movement and shorthand functions * Blocking movement and shorthand functions

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@ -375,12 +375,8 @@ static millis_t stepper_inactive_time = (DEFAULT_STEPPER_DEACTIVE_TIME) * 1000UL
// Buzzer // Buzzer
#if HAS_BUZZER #if HAS_BUZZER
#if ENABLED(SPEAKER)
Speaker buzzer;
#else
Buzzer buzzer; Buzzer buzzer;
#endif #endif
#endif
static uint8_t target_extruder; static uint8_t target_extruder;

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@ -32,7 +32,6 @@
/** /**
* @brief Tone structure * @brief Tone structure
* @details Simple abstraction of a tone based on a duration and a frequency. * @details Simple abstraction of a tone based on a duration and a frequency.
*
*/ */
struct tone_t { struct tone_t {
uint16_t duration; uint16_t duration;
@ -116,14 +115,23 @@ class Buzzer {
* playing the tones in the queue. * playing the tones in the queue.
*/ */
virtual void tick() { virtual void tick() {
const millis_t now = millis();
if (!this->state.endtime) { if (!this->state.endtime) {
if (this->buffer.isEmpty()) return; if (this->buffer.isEmpty()) return;
this->state.tone = this->buffer.dequeue(); this->state.tone = this->buffer.dequeue();
this->state.endtime = millis() + this->state.tone.duration; this->state.endtime = now + this->state.tone.duration;
if (this->state.tone.frequency > 0) this->on();
if (this->state.tone.frequency > 0) {
#if ENABLED(SPEAKER)
::tone(BEEPER_PIN, this->state.tone.frequency, this->state.tone.duration);
#else
this->on();
#endif
} }
else if (ELAPSED(millis(), this->state.endtime)) this->reset(); }
else if (ELAPSED(now, this->state.endtime)) this->reset();
} }
}; };

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@ -1,74 +0,0 @@
/**
* Marlin 3D Printer Firmware
* Copyright (C) 2016 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
*
* Based on Sprinter and grbl.
* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef __SPEAKER_H__
#define __SPEAKER_H__
#include "buzzer.h"
class Speaker: public Buzzer {
private:
typedef Buzzer super;
struct state_t {
tone_t tone;
millis_t next;
} state;
protected:
/**
* @brief Resets the state of the class
* @details Brings the class state to a known one.
*/
void reset() {
super::reset();
this->state.next = 0;
}
public:
/**
* @brief Class constructor
*/
Speaker() {
this->reset();
}
/**
* @brief Loop function
* @details This function should be called at loop, it will take care of
* playing the tones in the queue.
*/
virtual void tick() {
const uint32_t now = millis();
if (now >= this->state.next) {
if (this->buffer.isEmpty()) return;
this->reset();
this->state.tone = this->buffer.dequeue();
this->state.next = now + this->state.tone.duration;
::tone(BEEPER_PIN, this->state.tone.frequency, this->state.tone.duration);
}
}
};
#endif