Added status heartbeat effect for power on and idle

This commit is contained in:
Christoffer Martinsson 2025-09-16 12:35:17 +02:00
parent 3324de3e9d
commit 9d84153feb
3 changed files with 294 additions and 88 deletions

View File

@ -85,7 +85,7 @@ pub mod i2c {
/// Cadences for periodic firmware tasks.
pub mod timers {
/// Status LED update interval (ms).
pub const STATUS_LED_INTERVAL_MS: u32 = 250;
pub const STATUS_LED_INTERVAL_MS: u32 = 40;
/// Button matrix scan interval (µs).
pub const SCAN_INTERVAL_US: u32 = 200;
@ -97,7 +97,7 @@ pub mod timers {
pub const USB_UPDATE_INTERVAL_MS: u32 = 10;
/// USB activity timeout (ms) - stop sending reports after this period of inactivity.
pub const USB_ACTIVITY_TIMEOUT_MS: u32 = 10_000; // 10 seconds
pub const USB_ACTIVITY_TIMEOUT_MS: u32 = 5_000; // 5 seconds
}
// ==================== USB DEVICE CONFIGURATION ====================

View File

@ -232,6 +232,7 @@ fn main() -> ! {
let mut usb_activity: bool = false;
let mut usb_active: bool = false;
let mut usb_initialized: bool = false;
let mut vt_enable: bool = false;
let mut idle_mode: bool = false;
let mut usb_activity_timeout_count: u32 = 0;
@ -287,6 +288,9 @@ fn main() -> ! {
// Handle USB device polling and maintain connection state
if usb_dev.poll(&mut [&mut usb_hid_joystick]) {
if !usb_initialized {
usb_initialized = true;
}
if !usb_active {
usb_activity = true; // Force initial report
idle_mode = false;
@ -336,6 +340,7 @@ fn main() -> ! {
let system_state = SystemState {
usb_active,
usb_initialized,
idle_mode,
calibration_active: calibration_manager.is_active(),
throttle_hold_enable: axis_manager.throttle_hold_enable,
@ -494,8 +499,6 @@ fn main() -> ! {
}
} else if usb_tick && usb_active {
idle_mode = true;
} else if usb_tick {
idle_mode = false;
}
}
}

View File

@ -11,6 +11,13 @@ use rp2040_hal::{
use smart_leds::{SmartLedsWrite, RGB8};
use ws2812_pio::Ws2812Direct;
const COLOR_OFF: RGB8 = RGB8 { r: 0, g: 0, b: 0 };
const COLOR_GREEN: RGB8 = RGB8 { r: 10, g: 7, b: 0 };
const COLOR_BLUE: RGB8 = RGB8 { r: 10, g: 4, b: 10 };
const COLOR_ORANGE: RGB8 = RGB8 { r: 5, g: 10, b: 0 };
const COLOR_RED: RGB8 = RGB8 { r: 20, g: 0, b: 0 };
const COLOR_PURPLE: RGB8 = RGB8 { r: 0, g: 10, b: 10 };
/// Status LED modes with clear semantics.
#[allow(dead_code)]
#[derive(PartialEq, Eq, Copy, Clone, Debug)]
@ -26,48 +33,185 @@ pub enum StatusMode {
Warning = 8,
Error = 9,
Bootloader = 10,
Power = 11,
}
/// Aggregate system state for LED status indication.
#[derive(Clone, Copy)]
pub struct SystemState {
pub usb_active: bool,
pub usb_initialized: bool,
pub idle_mode: bool,
pub calibration_active: bool,
pub throttle_hold_enable: bool,
pub vt_enable: bool,
}
/// Color definitions for different status modes.
const LED_COLORS: [RGB8; 11] = [
RGB8 { r: 0, g: 0, b: 0 }, // Off
RGB8 { r: 10, g: 7, b: 0 }, // Normal (Green)
RGB8 { r: 10, g: 7, b: 0 }, // NormalFlash (Green)
RGB8 { r: 10, g: 4, b: 10 }, // Activity (Blue)
RGB8 { r: 10, g: 4, b: 10 }, // ActivityFlash (Blue)
RGB8 { r: 10, g: 7, b: 0 }, // Idle (Green flash)
RGB8 { r: 5, g: 10, b: 0 }, // Other (Orange)
RGB8 { r: 5, g: 10, b: 0 }, // OtherFlash (Orange)
RGB8 { r: 2, g: 20, b: 0 }, // Warning (Red)
RGB8 { r: 2, g: 20, b: 0 }, // Error (Red)
RGB8 { r: 0, g: 10, b: 10 }, // Bootloader (Purple)
];
#[derive(Copy, Clone)]
enum LedEffect {
Solid,
Blink { period_ms: u32 },
Heartbeat { period_ms: u32 },
}
fn determine_mode(system_state: SystemState) -> StatusMode {
#[derive(Copy, Clone)]
struct ModeDescriptor {
color: RGB8,
effect: LedEffect,
}
const HEARTBEAT_POWER_MS: u32 = 800;
const HEARTBEAT_IDLE_MS: u32 = 3200;
impl LedEffect {
fn update_interval_ms(self) -> u32 {
match self {
LedEffect::Solid => 0,
LedEffect::Blink { period_ms } => period_ms / 2,
LedEffect::Heartbeat { .. } => 40,
}
}
fn color_for(self, base: RGB8, elapsed_ms: u32) -> RGB8 {
match self {
LedEffect::Solid => base,
LedEffect::Blink { period_ms } => {
if period_ms == 0 {
return base;
}
let half = (period_ms / 2).max(1);
if elapsed_ms % period_ms < half {
base
} else {
RGB8 { r: 0, g: 0, b: 0 }
}
}
LedEffect::Heartbeat { period_ms } => {
let period = period_ms.max(1);
let phase = elapsed_ms % period;
let half = (period / 2).max(1);
let ramp = if phase < half {
((phase * 255) / half) as u8
} else {
(((period - phase) * 255) / half) as u8
};
scale_color(base, ramp)
}
}
}
}
const fn descriptor_for(mode: StatusMode, base_mode: StatusMode) -> ModeDescriptor {
match mode {
StatusMode::Off => ModeDescriptor {
color: COLOR_OFF,
effect: LedEffect::Solid,
},
StatusMode::Normal => ModeDescriptor {
color: COLOR_GREEN,
effect: LedEffect::Solid,
},
StatusMode::NormalFlash => ModeDescriptor {
color: COLOR_GREEN,
effect: LedEffect::Blink { period_ms: 1000 },
},
StatusMode::Activity => ModeDescriptor {
color: COLOR_BLUE,
effect: LedEffect::Solid,
},
StatusMode::ActivityFlash => ModeDescriptor {
color: COLOR_BLUE,
effect: LedEffect::Blink { period_ms: 600 },
},
StatusMode::Idle => match base_mode {
StatusMode::Activity | StatusMode::ActivityFlash => ModeDescriptor {
color: COLOR_BLUE,
effect: LedEffect::Heartbeat {
period_ms: HEARTBEAT_IDLE_MS,
},
},
StatusMode::Other | StatusMode::OtherFlash => ModeDescriptor {
color: COLOR_ORANGE,
effect: LedEffect::Heartbeat {
period_ms: HEARTBEAT_IDLE_MS,
},
},
StatusMode::NormalFlash | StatusMode::Normal => ModeDescriptor {
color: COLOR_GREEN,
effect: LedEffect::Heartbeat {
period_ms: HEARTBEAT_IDLE_MS,
},
},
StatusMode::Warning => ModeDescriptor {
color: COLOR_RED,
effect: LedEffect::Heartbeat {
period_ms: HEARTBEAT_IDLE_MS,
},
},
StatusMode::Error => ModeDescriptor {
color: COLOR_RED,
effect: LedEffect::Heartbeat {
period_ms: HEARTBEAT_IDLE_MS,
},
},
_ => ModeDescriptor {
color: COLOR_GREEN,
effect: LedEffect::Heartbeat {
period_ms: HEARTBEAT_IDLE_MS,
},
},
},
StatusMode::Other => ModeDescriptor {
color: COLOR_ORANGE,
effect: LedEffect::Solid,
},
StatusMode::OtherFlash => ModeDescriptor {
color: COLOR_ORANGE,
effect: LedEffect::Blink { period_ms: 600 },
},
StatusMode::Warning => ModeDescriptor {
color: COLOR_RED,
effect: LedEffect::Blink { period_ms: 500 },
},
StatusMode::Error => ModeDescriptor {
color: COLOR_RED,
effect: LedEffect::Solid,
},
StatusMode::Bootloader => ModeDescriptor {
color: COLOR_PURPLE,
effect: LedEffect::Solid,
},
StatusMode::Power => ModeDescriptor {
color: COLOR_GREEN,
effect: LedEffect::Heartbeat {
period_ms: HEARTBEAT_POWER_MS,
},
},
}
}
fn scale_color(base: RGB8, brightness: u8) -> RGB8 {
let scale = brightness as u16;
RGB8 {
r: ((base.r as u16 * scale) / 255) as u8,
g: ((base.g as u16 * scale) / 255) as u8,
b: ((base.b as u16 * scale) / 255) as u8,
}
}
fn determine_base_mode(system_state: SystemState) -> StatusMode {
if system_state.calibration_active {
StatusMode::ActivityFlash
} else if system_state.idle_mode {
StatusMode::Idle
} else if !system_state.usb_initialized {
StatusMode::Power
} else if !system_state.usb_active {
StatusMode::NormalFlash
} else if system_state.vt_enable {
StatusMode::Activity
} else if system_state.throttle_hold_enable {
StatusMode::Other
} else if system_state.usb_active {
StatusMode::Normal
} else {
StatusMode::Off
StatusMode::Normal
}
}
@ -80,7 +224,7 @@ where
{
ws2812_direct: Ws2812Direct<P, SM, I>,
current_mode: StatusMode,
flash_state: bool,
mode_started_at: Option<u32>,
last_update_time: Option<u32>,
}
@ -104,85 +248,77 @@ where
clock_freq: fugit::HertzU32,
) -> Self {
let ws2812_direct = Ws2812Direct::new(pin, pio, sm, clock_freq);
Self {
let mut status = Self {
ws2812_direct,
current_mode: StatusMode::Off,
flash_state: false,
mode_started_at: None,
last_update_time: None,
}
};
status.write_color(COLOR_OFF);
status
}
/// Update LED based on system state and current time (ms).
pub fn update_from_system_state(&mut self, system_state: SystemState, current_time: u32) {
let desired_mode = determine_mode(system_state);
self.set_mode(desired_mode, current_time);
let base_mode = determine_base_mode(system_state);
let idle_overlay = system_state.idle_mode
&& system_state.usb_initialized
&& base_mode != StatusMode::Off
&& base_mode != StatusMode::Power;
let desired_mode = if idle_overlay {
(StatusMode::Idle, base_mode)
} else {
(base_mode, base_mode)
};
self.set_mode(desired_mode.0, desired_mode.1, current_time);
}
/// Set LED mode directly (explicit override).
pub fn set_mode(&mut self, mode: StatusMode, current_time: u32) {
pub fn set_mode(&mut self, mode: StatusMode, base_mode: StatusMode, current_time: u32) {
// Force update if mode changed
let force_update = mode != self.current_mode;
self.current_mode = mode;
let descriptor = descriptor_for(mode, base_mode);
if force_update {
let start_time = match descriptor.effect {
LedEffect::Heartbeat { period_ms } => {
let half = (period_ms / 2).max(1);
current_time.saturating_sub(half)
}
_ => current_time,
};
self.mode_started_at = Some(start_time);
self.last_update_time = None;
}
self.update_display(current_time, force_update);
self.update_display(current_time, force_update, base_mode);
}
/// Periodic update for flashing behavior at roughly ~500 ms intervals.
pub fn update_display(&mut self, current_time: u32, force_update: bool) {
let should_update = force_update || self.should_flash_now(current_time);
pub fn update_display(&mut self, current_time: u32, force_update: bool, base_mode: StatusMode) {
let descriptor = descriptor_for(self.current_mode, base_mode);
let interval = descriptor.effect.update_interval_ms();
if !should_update {
return;
if !force_update {
if interval == 0 {
return;
}
if let Some(last) = self.last_update_time {
if current_time.saturating_sub(last) < interval {
return;
}
}
}
let elapsed = self
.mode_started_at
.map(|start| current_time.saturating_sub(start))
.unwrap_or(0);
let color = descriptor.effect.color_for(descriptor.color, elapsed);
self.write_color(color);
self.last_update_time = Some(current_time);
match self.current_mode {
// Flashing modes - toggle between on and off
StatusMode::NormalFlash
| StatusMode::ActivityFlash
| StatusMode::Idle
| StatusMode::OtherFlash
| StatusMode::Warning => {
if self.flash_state {
// Show the color
self.write_color(LED_COLORS[self.current_mode as usize]);
} else {
// Show off (black)
self.write_color(LED_COLORS[StatusMode::Off as usize]);
}
self.flash_state = !self.flash_state;
}
// Solid modes - just show the color
_ => {
self.write_color(LED_COLORS[self.current_mode as usize]);
self.flash_state = true; // Reset flash state for next flash mode
}
}
}
/// Get current status mode.
#[allow(dead_code)]
pub fn get_mode(&self) -> StatusMode {
self.current_mode
}
/// Check if it's time to update the flashing LED state.
fn should_flash_now(&self, current_time: u32) -> bool {
match self.last_update_time {
None => true, // First update
Some(last_time) => {
// Flash every ~500ms for flashing modes
match self.current_mode {
StatusMode::NormalFlash
| StatusMode::ActivityFlash
| StatusMode::Idle
| StatusMode::OtherFlash
| StatusMode::Warning => current_time.saturating_sub(last_time) >= 500,
_ => false, // Non-flashing modes don't need periodic updates
}
}
}
}
/// Write a single color to the LED.
@ -200,7 +336,7 @@ where
/// Legacy interface for compatibility direct mode update.
pub fn update(&mut self, mode: StatusMode) {
// Use a dummy time for immediate updates
self.set_mode(mode, 0);
self.set_mode(mode, mode, 0);
}
}
@ -209,28 +345,95 @@ mod tests {
use super::*;
#[test]
fn idle_mode_selected_when_usb_idle() {
fn idle_mode_uses_base_color_with_heartbeat() {
let state = SystemState {
usb_active: true,
usb_active: false,
usb_initialized: true,
idle_mode: true,
calibration_active: false,
throttle_hold_enable: false,
vt_enable: false,
};
assert_eq!(determine_mode(state), StatusMode::Idle);
let base = determine_base_mode(state);
assert_eq!(base, StatusMode::NormalFlash);
let descriptor = descriptor_for(StatusMode::Idle, base);
let LedEffect::Heartbeat { .. } = descriptor.effect else {
panic!("Idle should always use heartbeat effect");
};
assert_eq!(descriptor.color, COLOR_GREEN);
}
#[test]
fn power_mode_uses_fast_heartbeat() {
let descriptor = descriptor_for(StatusMode::Power, StatusMode::Normal);
if let LedEffect::Heartbeat { period_ms } = descriptor.effect {
assert_eq!(period_ms, HEARTBEAT_POWER_MS);
assert_eq!(descriptor.color, COLOR_GREEN);
} else {
panic!("Power mode must use heartbeat effect");
}
}
#[test]
fn calibration_has_priority_over_idle() {
let state = SystemState {
usb_active: true,
usb_initialized: true,
idle_mode: true,
calibration_active: true,
throttle_hold_enable: false,
vt_enable: false,
};
assert_eq!(determine_mode(state), StatusMode::ActivityFlash);
let base = determine_base_mode(state);
assert_eq!(base, StatusMode::ActivityFlash);
}
#[test]
fn heartbeat_effect_fades() {
let base = StatusMode::Normal;
let descriptor = descriptor_for(StatusMode::Idle, base);
let LedEffect::Heartbeat { period_ms } = descriptor.effect else {
panic!("Idle should use heartbeat effect");
};
let start = descriptor.effect.color_for(descriptor.color, 0);
let quarter = descriptor.effect.color_for(descriptor.color, period_ms / 4);
let half = descriptor.effect.color_for(descriptor.color, period_ms / 2);
let end = descriptor.effect.color_for(descriptor.color, period_ms);
assert_eq!(start.g, 0);
assert!(quarter.g > start.g);
assert_eq!(half, descriptor.color);
assert_eq!(end.g, 0);
}
#[test]
fn blink_effect_toggles() {
let descriptor = descriptor_for(StatusMode::NormalFlash, StatusMode::NormalFlash);
let LedEffect::Blink { period_ms } = descriptor.effect else {
panic!("NormalFlash should use blink effect");
};
let on = descriptor.effect.color_for(descriptor.color, 0);
let off = descriptor.effect.color_for(descriptor.color, period_ms / 2);
assert_eq!(on, descriptor.color);
assert_eq!(off, COLOR_OFF);
}
#[test]
fn determine_base_mode_before_usb() {
let state = SystemState {
usb_active: false,
usb_initialized: false,
idle_mode: false,
calibration_active: false,
throttle_hold_enable: false,
vt_enable: false,
};
assert_eq!(determine_base_mode(state), StatusMode::Power);
}
}