added updated tinypinchange and associated libraries to support PRO

This commit is contained in:
Erik Tylek Kettenburg
2014-12-23 13:07:19 -08:00
parent d5fa60a1ec
commit e09b5f479b
71 changed files with 4062 additions and 331 deletions

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#include <IRLib.h>
IRsend My_Sender;
int protocol;
long code;
int bits;
void setup() {
Serial.begin(9600);
}
long parseHex (void) {
long Value=0; char C;delay(100);
while (Serial.available()>0) {
C= tolower(Serial.read());
if ((C>='0')&&(C<='9'))
C=C-'0';
else
if ((C>='a') && (C<='f'))
C=C-'a'+10;
else
return Value;
Value= C+(Value<<4);
};
return Value;
}
void parseDelimiter () {
char C;
while(Serial.available()>0) {
C=tolower(Serial.peek());
if( (C>='0') && (C<='9') )return;
if( (C>='a') && (C<='f') )return;
C=Serial.read();//throwaway delimiters
delay (5);
}
}
// enum IRTYPES {UNKNOWN, NEC, SONY, RC5, RC6, PANASONIC_OLD, JVC, NECX, HASH_CODE, LAST_PROTOCOL=HASH_CODE};
void loop() {
if (Serial.available ()>0) {
protocol = Serial.parseInt (); parseDelimiter();
code = parseHex (); parseDelimiter();
bits = Serial.parseInt (); parseDelimiter();
/* Serial.print("Prot:"); Serial.print(protocol);
Serial.print(" Code:"); Serial.print(code,HEX);
Serial.print(" Bits:"); Serial.println(bits);
*/
My_Sender.send(IRTYPES(protocol), code, bits);
}
}

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# IRLib demo script
# version 1.0 by Chris Young http://tech.cyborg5.com/irlib/
# Displays a "Virtual remote" on your screen. Clicking on the
# buttons sends serial datato the Arduino which in turn
# since IR signals to a cable box in TV.
# Import all of the necessary pieces of code
import serial, sys, pygame, pygame.mixer
from pygame.locals import *
# You will have to edit this to the proper port and speed
ser = serial.Serial('COM4', 9600)
pygame.init()
# Established screen size, size of buttons and position
size = width, height = 400, 768
button_size=54; button_offset=71
button_x1=65;button_y1=39
max_rows=10; max_columns=4
# Specify a font. I'm using Arial narrow bold from my Windows
# font folder. However the default font shown below also works.
myfont =pygame.font.Font ("c:/windows/fonts/ARIALNB.TTF",30)
#myfont=pygame.font.Font(None,36)
# These are the text labels that will appear on each button
label_text=("TVp", "CBp", "P^", "Pv",\
"<<", ">", ">>", "->",\
"Rec", "=", "s", "<-",\
"Gd", "^", "Fav", "Inf",\
"<", "sel", ">", "Lis",\
"ret", "v", "Prv", "Mnu",\
"1", "2", "3", "Ch+",\
"4", "5", "6", "Ch-",\
"7", "8", "9", "Vol+",\
"Pip", "0", "Mut", "Vol-",\
)
# Each of these 40 strings of text correspond to the
# protocol in code which will be sent over the USB serial
# to the Arduino. The first number is the protocol number.
# See the defined protocols in "IRLib.h"for the
# enum IRTYPES at about line 50. This example uses
# protocol 3 which is "RC5" used by my Magnavox TV
# and protocol 5 "PANASONIC_OLD" used by my Scientific
# Atlantic SA 8300 DVR. The protocol number is followed by
# the hex code to be transmitted. That is followed by the
# number of bits. Note that the PANASONIC_OLD protocol
# does not need the number of bits specified so they are omitted.
IR_Codes= ("3,180c,13","5,37c107","5,36d924","5,37d904",\
"5,37291a","5,37990c","5,36293a","5,36b129",\
"5,375914","5,374117","5,365934","5,37c906",\
"5,36c127","5,36812f","5,37f101","5,36213b",\
"5,37810f","5,366133","5,364137","5,36c926",\
"5,366932","5,37a10b","5,36e123","5,373918",\
"5,36113d","5,37111d","5,36912d","5,377111",\
"5,37910d","5,365135","5,375115","5,36f121",\
"5,36d125","5,37d105","5,363139","3,1810,13",\
"5,37b908","5,373119","3,180d,13","3,1811,13",\
)
# This function gets called to shut everything down
def Finished():
pygame.quit()
sys.exit()
# Gets the button index based on mouse position. Returned
# value is from 0 to 39 (number of buttons-1)
# Returns -1 if you are not over a button.
def ComputeButton():
mx,my=pygame.mouse.get_pos()
mx=mx-button_x1
my=my-button_y1
bx=mx/button_offset; by=my/button_offset
if bx<0 or bx>=max_columns:return -1
if by<0 or by> max_rows:return -1
if (mx%button_offset)>button_size:return -1
if (my%button_offset)>button_size:return -1
return bx+by*max_columns
# Blits the button text from button number "i"
# onto the specified layer using the specified color.
def Show_Text(i,Layer,color=(0,0,0)):
t=label_text[i]
label = myfont.render (t,1,color)
labelpos= label.get_rect()
labelpos.centerx=button_x1+button_size/2+i%max_columns*button_offset
labelpos.centery=button_y1+button_size/2+i/max_columns*button_offset
Layer.blit(label,labelpos)
# Create the screen and load the background image.
screen = pygame.display.set_mode(size)
bg = pygame.image.load("remotebg.png")
# Blit black text labels onto the background image
for i in range (max_rows*max_columns):
Show_Text(i, bg)
# Copy the background to the display
screen.blit(bg,(0,0))
pygame.display.flip()
# Load the clicking sound
Click=pygame.mixer.Sound("click.wav")
# Used to detect when the mouse hovers over a different button
previous=-1
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
Finished()
elif event.type == KEYDOWN and event.key == K_ESCAPE:
Finished ()
elif event.type == MOUSEBUTTONDOWN:
i=ComputeButton() #which button did we click
if i>=0:
Click.play() #play the sound
ser.write(IR_Codes[i]) #send the codes
elif event.type==MOUSEMOTION:
i=ComputeButton() #which button are we over
if i!=previous: #difference in the last one?
if i>=0: #turn it red
Show_Text(i,screen,(255,0,0))
else: #or put it back the way it was
screen.blit(bg,(0,0))
previous=i
pygame.display.flip() #update the display
# That's all folks

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//POV-Ray source to generate the background image for IRserial_remote
// create rectangular areas with rounded corners for use as
// buttons and background objects.
// Render at 1024x768 then crop 312 pixels from each side
// leaving 400x768 final image.
#declare Area=15; //size of area lights
#declare CR=0.1; //corner radius
#declare ER= 0.5; //edge radius
#declare CX= 3; //width from corner to corner
#declare CY= 7.75; //height from corner to corner
#declare BZ=-ER; //Z offset for buttons
plane {z,0 pigment{rgb<0.8,0.85,1>*0.8}}//background
#macro Thing (ER,CR,CX,CY,T)
#local Corner=
union {
torus {CR,ER rotate x*90}
cylinder {ER*z,-ER*z,CR}
}
union {
object{Corner translate< CX,CY,0>}
object{Corner translate<-CX,CY,0>}
object{Corner translate< CX,-CY,0>}
object{Corner translate<-CX,-CY,0>}
cylinder{CY*y,-CY*y,ER translate<-CX-CR,0,0>}
cylinder{CY*y,-CY*y,ER translate< CX+CR,0,0>}
cylinder{CX*x,-CX*x,ER translate<0,-CY-CR,0>}
cylinder{CX*x,-CX*x,ER translate<0, CY+CR,0>}
box{<-CX,-CY-CR,-ER><CX,CY+CR,ER>}
box{<-CX-CR,-CY,-ER><CX+CR,CY,ER>}
texture {T}
}
#end
#declare BX= 0.4; #declare BY=BX;//size of the buttons
#declare White_Texture=texture{pigment{rgb 1}finish {ambient 0.3}}
#declare Blue_Texture=texture{pigment {rgb<0.85,0.9 ,1>}}
object {Thing(ER,CR,CX,CY, White_Texture)}//main object
//loop through the buttons
#declare R=-4.5;
#while (R<5.5)
#declare C=-1.5;
#while (C<=1.5)
object{Thing(0.1,0.2,(BX*0.8),(BY*0.8), Blue_Texture)
translate <C*BX*4,R*BY*4,BZ>
}
#declare C=C+1;
#end
#declare R=R+1;
#end
light_source{<50,50,-100>*5 color 0.8
#if (Area)area_light x*Area,y*Area,9,9#end
}
light_source{<0,0,-400>*3 rgb 1}
camera{orthographic location <0,0,-120> look_at <0,0,0> angle 11 }
//That's all folks!

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