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authorSelene ToyKeeper2023-11-02 17:16:25 -0600
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+Spaghetti Monster: A UI toolkit library for flashlights
+-------------------------------------------------------
+
+This toolkit takes care of most of the obnoxious parts of dealing with
+tiny embedded chips and flashlight hardware, leaving you to focus on the
+interface and user-visible features.
+
+For a quick start, look at the example UIs provided to see how things
+are done. They are probably the most useful reference. However, other
+details can be found here or in the FSM source code.
+
+
+Why is it called Spaghetti Monster?
+
+ This toolkit is a finite state machine, or FSM. Another thing FSM
+ stands for is Flying Spaghetti Monster. Source code tends to weave
+ into intricate knots like spaghetti, called spaghetti code,
+ particularly when the code isn't using appropriate abstractions for
+ the task it implements.
+
+ Prior e-switch light code had a tendency to get pretty spaghetti-like,
+ and it made the code difficult to write, understand, and modify. So I
+ started from scratch and logically separated the hardware details from
+ the UI. This effectively put the spaghetti monster in a box, put it
+ on a leash, to make it behave and stay out of the way while we focus
+ on the user interface.
+
+ Also, it's just kind of a fun name. :)
+
+
+General concept:
+
+ Spaghetti Monster (FSM) implements a stack-based finite state machine
+ with an event-handling system.
+
+ Each FSM program should have a setup() function, a loop() function,
+ and at least one State:
+
+ - The setup() function runs once each time power is connected.
+
+ - The loop() function is called repeatedly whenever the system is
+ otherwise idle. Put your long-running tasks here, preferably with
+ consideration taken to allow for cooperative multitasking.
+
+ - The States on the stack will be called whenever an event happens.
+ States are called in top-to-bottom order until a state returns an
+ "EVENT_HANDLED" signal. Only do quick tasks here.
+
+
+Finite State Machine:
+
+ Each "State" is simply a callback function which handles events. It
+ should return EVENT_HANDLED for each event type it does something
+ with, or EVENT_NOT_HANDLED otherwise.
+
+ Transitions between states typically involve mapping an Event to a new
+ State, such as this:
+
+ // 3 clicks: go to strobe modes
+ else if (event == EV_3clicks) {
+ set_state(strobe_state, 0);
+ return EVENT_HANDLED;
+ }
+
+ It is strongly recommended that your State functions never do anything
+ which takes more than a few milliseconds... and certainly not longer
+ than 16ms. If you do this, the pending events may pile up to the
+ point where new events get thrown away. So, do only quick tasks in
+ the event handler, and do your longer-running tasks in the loop()
+ function instead. Preferably with precautions taken to allow for
+ cooperative multitasking.
+
+ If your State function takes longer than one WDT tick (16ms) once in a
+ while, the system won't break. Several events can be queued. But be
+ sure not to do it very often.
+
+ Several state management functions are provided:
+
+ - set_state(new_state, arg): Replace the current state on the stack.
+ Send 'arg' to the new state for its init event.
+
+ - push_state(new_state, arg): Add a new state to the stack, leaving
+ the current state below it. Send 'arg' to the new state for its
+ init event.
+
+ - pop_state(): Get rid of (and return) the top-most state. Re-enter
+ the state below.
+
+
+Event types:
+
+ Event types are defined in fsm-events.h. You may want to adjust these
+ to fit your program, but the defaults are:
+
+ State transitions:
+
+ - EV_enter_state: Sent to each new State once when it goes onto
+ the stack. The 'arg' is whatever you define it to be.
+
+ - EV_leave_state: Sent to a state immediately before it is removed
+ from the stack.
+
+ - EV_reenter_state: If a State gets pushed on top of this one, and
+ then it pops off, a re-enter Event happens. This should handle
+ things like consuming the return value of a nested input handler
+ State.
+
+ Time passing:
+
+ - EV_tick: This happens once per clock tick, which is 16ms or
+ 62.5Hz by default. The 'arg' is the number of ticks since
+ entering the state. When 'arg' exceeds 65535, it wraps around
+ to 32768.
+
+ - EV_sleep_tick: This happens every 0.5s during standby, if
+ enabled at compile time. The 'arg' is the number of ticks since
+ entering the state. When 'arg' exceeds 65535, it wraps around
+ to 32768.
+
+ LVP and thermal regulation:
+
+ - EV_voltage_low: Sent whenever the input power drops below the
+ VOLTAGE_LOW threshold. Minimum of VOLTAGE_WARNING_SECONDS
+ between events.
+
+ - EV_temperature_high: Sent whenever the MCU's projected temperature
+ is higher than therm_ceil. Minimum of one second between events.
+ The 'arg' indicates how far the temperature exceeds the limit.
+
+ - EV_temperature_low: Sent whenever the MCU's projected temperature
+ is lower than (therm_ceil - THERMAL_WINDOW_SIZE). Minimum of
+ one second between events. The 'arg' indicates how far the
+ temperature exceeds the limit.
+
+ Button presses:
+
+ Button events can be referred to either by pre-defined symbols, or
+ by teasing out the flags manually. The structure of a button
+ event is as follows:
+
+ - Bit 7: 1 for button events, 0 otherwise.
+
+ - Bit 6: 1 for a "timeout" event (signals the end of a
+ sequence), or 0 otherwise.
+
+ - Bit 5: 1 for a "hold" event, 0 otherwise. This flag is only
+ necessary because, without it, it would be impossible to
+ distinguish between "click, click, timeout" and "click, hold,
+ release".
+
+ - Bit 4: 1 if button is currently pressed, 0 otherwise. Button
+ release events look just like button press events, except this
+ is not set.
+
+ - Bits 0,1,2,3: Counter for how many clicks there have been.
+ The first click is 1, second is 2, and it goes up to 15 clicks
+ in a row. Clicks after 15 are coded as 15.
+
+ The pre-defined button event symbols are like the following:
+
+ - EV_click1_press: The user pressed the button, but no time has
+ passed since then.
+
+ - EV_click1_release: The user pressed and released the button,
+ but no time has passed since then.
+
+ - EV_click1_complete: The user clicked the e-switch, released
+ it, and enough time passed that no more clicks were detected.
+ (a.k.a. EV_1click)
+
+ - EV_click1_hold: The user pressed the button, and continued
+ holding it long enough to count as a "hold" event. This event
+ is sent once per timer tick as long as the button is held, and
+ the 'arg' value indicates how many timer ticks since the
+ button state went from 'press' to 'hold'.
+
+ - EV_click1_hold_release: The button was released at the end of
+ a "hold" event. This is the end of the input sequence,
+ because no timeout period is used after a hold.
+
+ It's worth noting that a "hold" event can only happen at the
+ end of an input sequence, and the sequence will reset to empty
+ after the hold is released.
+
+ If the user pressed the button more than once, events follow the
+ same pattern. These are the same as above, except with a full
+ short-press and release first.
+
+ - EV_click2_press
+ - EV_click2_release
+ - EV_click2_complete (a.k.a. EV_2clicks)
+ - EV_click2_hold
+ - EV_click2_hold_release
+
+ Each of the above patterns continues up to 15 clicks.
+
+ To match entire categories of events, use the bitmasks provided.
+ For example, to match button events where the button is down or
+ the button is up, the code would look like this:
+
+ if ((event & (B_CLICK | B_PRESS)) == (B_CLICK | B_PRESS)) {
+ // button is down (can be a press event or a hold event)
+ }
+ else if ((event & (B_CLICK | B_PRESS)) == (B_CLICK)) {
+ // button was just released
+ }
+
+ In theory, you could also define your own arbitrary event types, and
+ emit() them as necessary, and handle them in State functions the same
+ as any other event.
+
+
+Cooperative multitasking:
+
+ Since we don't have true preemptive multitasking, the best we can do
+ is cooperative multitasking. In practice, this means:
+
+ - Declare global variables as volatile if they can be changed by an
+ event handler. This keeps the compiler from caching the value and
+ causing incorrect behavior.
+
+ - Don't put long-running tasks into State functions. Each State
+ will get called at least once every 16ms for a clock tick, so they
+ should not run for longer than 16ms.
+
+ - Put long-running tasks into loop() instead.
+
+ - For long delay() calls, use nice_delay_ms(). This allows the MCU
+ to process events while we wait. It also automatically aborts if
+ it detects a state change, and returns a different value.
+
+ In many cases, it shouldn't be necessary to do anything more than
+ this, but sometimes it will also be a good idea to check the
+ return value and abort the current task:
+
+ if (! nice_delay_ms(mydelay)) break;
+
+ - In general, try to do small amounts of work and then return
+ control to other parts of the program. Keep doing small amounts
+ and yielding until a task is done, instead of trying to do it all
+ at once.
+
+
+Persistent data in EEPROM:
+
+ To save data which lasts after a battery change, use the eeprom
+ functions. Define an eeprom style (or two) at the top, define how
+ many bytes to allocate, and then use the relevant functions as
+ appropriate.
+
+ - USE_EEPROM / USE_EEPROM_WL: Enable the eeprom-related functions.
+ With "WL", it uses wear-levelling. Without, it does not. Note:
+ Wear levelling is not necessarily better -- it uses more ROM, and
+ it writes more bytes per save(). So, use it only for a few bytes
+ which change frequently -- not for many bytes or infrequent
+ changes.
+
+ - EEPROM_BYTES N / EEPROM_WL_BYTES N: Allocate N bytes for the
+ eeprom data.
+
+ - load_eeprom() / load_eeprom_wl(): Load the stored data into the
+ eeprom[] or eeprom_wl[] arrays.
+ Returns 1 if data was found, 0 otherwise.
+
+ - save_eeprom() / save_eeprom_wl(): Save the eeprom[] or eeprom_wl[]
+ array data to persistent storage. The WL version erases all old
+ values and writes new ones in a different part of the eeprom
+ space. The non-WL version updates values in place, and does not
+ overwrite values which didn't change.
+
+ Note that all interrupts will be disabled during eeprom operations.
+
+
+Useful #defines:
+
+ A variety of things can be #defined before including
+ spaghetti-monster.h in your program. This allows you to tweak the
+ behavior and set options to fit your needs:
+
+ - FSM_something_LAYOUT: Select a driver type from tk-attiny.h. This
+ controls how many power channels there are, which pins they're on,
+ and what other driver features are available.
+
+ - USE_LVP: Enable low-voltage protection.
+
+ - VOLTAGE_LOW: What voltage should LVP trigger at? Defaults to 29 (2.9V).
+
+ - VOLTAGE_FUDGE_FACTOR: Add this much to the voltage measurements,
+ to compensate for voltage drop across the reverse-polarity
+ diode.
+
+ - VOLTAGE_WARNING_SECONDS: How long to wait between LVP events.
+
+ - USE_THERMAL_REGULATION: Enable thermal regulation
+
+ - DEFAULT_THERM_CEIL: Set the temperature limit to use by default
+ when the user hasn't configured anything.
+
+ - USE_RAMPING: Enable smooth ramping helpers.
+
+ - RAMP_LENGTH: Pick a pre-defined ramp by length. Defined sizes
+ are 50, 75, and 150 levels.
+
+ - USE_DELAY_4MS, USE_DELAY_MS, USE_DELAY_ZERO: Enable the delay_4ms,
+ delay_ms(), and delay_zero() functions. Useful for timing-related
+ activities.
+
+ - HOLD_TIMEOUT: How many clock ticks before a "press" event becomes
+ a "hold" event?
+
+ - RELEASE_TIMEOUT: How many clock ticks before a "release" event
+ becomes a "click" event? Basically, the maximum time between
+ clicks in a double-click or triple-click.
+
+ - USE_BATTCHECK: Enable the battcheck function. Also define one of
+ the following to select a display style:
+
+ - BATTCHECK_VpT: Volts, pause, tenths.
+ - BATTCHECK_4bars: Blink up to 4 times.
+ - BATTCHECK_6bars: Blink up to 6 times.
+ - BATTCHECK_8bars: Blink up to 8 times.
+
+ - ... and many others. Will try to document them over time, but
+ they can be found by searching for pretty much anything in
+ all-caps in the fsm-*.[ch] files.