mirror of
https://github.com/meshtastic/firmware.git
synced 2026-01-17 23:37:44 +00:00
add a .clang-format file (#9154)
This commit is contained in:
@@ -5,60 +5,58 @@
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BuzzerFeedbackThread *buzzerFeedbackThread;
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BuzzerFeedbackThread::BuzzerFeedbackThread()
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{
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if (inputBroker)
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inputObserver.observe(inputBroker);
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BuzzerFeedbackThread::BuzzerFeedbackThread() {
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if (inputBroker)
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inputObserver.observe(inputBroker);
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}
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int BuzzerFeedbackThread::handleInputEvent(const InputEvent *event)
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{
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// Only provide feedback if buzzer is enabled for notifications
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if (config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DISABLED ||
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config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_NOTIFICATIONS_ONLY ||
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config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DIRECT_MSG_ONLY) {
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return 0; // Let other handlers process the event
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int BuzzerFeedbackThread::handleInputEvent(const InputEvent *event) {
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// Only provide feedback if buzzer is enabled for notifications
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if (config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DISABLED ||
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config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_NOTIFICATIONS_ONLY ||
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config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DIRECT_MSG_ONLY) {
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return 0; // Let other handlers process the event
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}
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// Handle different input events with appropriate buzzer feedback
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switch (event->inputEvent) {
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case INPUT_BROKER_USER_PRESS:
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case INPUT_BROKER_ALT_PRESS:
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playClick(); // Low delay feedback
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break;
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case INPUT_BROKER_SELECT:
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case INPUT_BROKER_SELECT_LONG:
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playBeep(); // Confirmation feedback
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break;
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case INPUT_BROKER_UP:
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case INPUT_BROKER_UP_LONG:
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case INPUT_BROKER_DOWN:
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case INPUT_BROKER_DOWN_LONG:
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case INPUT_BROKER_LEFT:
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case INPUT_BROKER_RIGHT:
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playChirp(); // Navigation feedback
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break;
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case INPUT_BROKER_CANCEL:
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case INPUT_BROKER_BACK:
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playBoop(); // Cancel/back feedback
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break;
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case INPUT_BROKER_SEND_PING:
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playComboTune(); // Ping sent feedback
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break;
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default:
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// For other events, check if it's a printable character
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if (event->kbchar >= 32 && event->kbchar <= 126) {
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// Typing feedback - very short boop
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// Removing this for now, too chatty
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// playChirp();
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}
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break;
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}
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// Handle different input events with appropriate buzzer feedback
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switch (event->inputEvent) {
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case INPUT_BROKER_USER_PRESS:
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case INPUT_BROKER_ALT_PRESS:
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playClick(); // Low delay feedback
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break;
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case INPUT_BROKER_SELECT:
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case INPUT_BROKER_SELECT_LONG:
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playBeep(); // Confirmation feedback
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break;
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case INPUT_BROKER_UP:
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case INPUT_BROKER_UP_LONG:
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case INPUT_BROKER_DOWN:
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case INPUT_BROKER_DOWN_LONG:
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case INPUT_BROKER_LEFT:
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case INPUT_BROKER_RIGHT:
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playChirp(); // Navigation feedback
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break;
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case INPUT_BROKER_CANCEL:
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case INPUT_BROKER_BACK:
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playBoop(); // Cancel/back feedback
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break;
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case INPUT_BROKER_SEND_PING:
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playComboTune(); // Ping sent feedback
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break;
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default:
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// For other events, check if it's a printable character
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if (event->kbchar >= 32 && event->kbchar <= 126) {
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// Typing feedback - very short boop
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// Removing this for now, too chatty
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// playChirp();
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}
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break;
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}
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return 0; // Allow other handlers to process the event
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return 0; // Allow other handlers to process the event
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}
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@@ -4,14 +4,13 @@
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#include "concurrency/OSThread.h"
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#include "input/InputBroker.h"
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class BuzzerFeedbackThread
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{
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CallbackObserver<BuzzerFeedbackThread, const InputEvent *> inputObserver =
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CallbackObserver<BuzzerFeedbackThread, const InputEvent *>(this, &BuzzerFeedbackThread::handleInputEvent);
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class BuzzerFeedbackThread {
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CallbackObserver<BuzzerFeedbackThread, const InputEvent *> inputObserver =
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CallbackObserver<BuzzerFeedbackThread, const InputEvent *>(this, &BuzzerFeedbackThread::handleInputEvent);
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public:
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BuzzerFeedbackThread();
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int handleInputEvent(const InputEvent *event);
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public:
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BuzzerFeedbackThread();
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int handleInputEvent(const InputEvent *event);
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};
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extern BuzzerFeedbackThread *buzzerFeedbackThread;
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@@ -11,8 +11,8 @@ extern "C" void delay(uint32_t dwMs);
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#endif
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struct ToneDuration {
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int frequency_khz;
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int duration_ms;
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int frequency_khz;
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int duration_ms;
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};
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// Some common frequencies.
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@@ -42,105 +42,92 @@ const int DURATION_1_2 = 500; // 1/2 note
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const int DURATION_3_4 = 750; // 3/4 note
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const int DURATION_1_1 = 1000; // 1/1 note
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void playTones(const ToneDuration *tone_durations, int size)
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{
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if (config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DISABLED ||
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config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_NOTIFICATIONS_ONLY) {
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// Buzzer is disabled or not set to system tones
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return;
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}
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void playTones(const ToneDuration *tone_durations, int size) {
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if (config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DISABLED ||
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config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_NOTIFICATIONS_ONLY) {
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// Buzzer is disabled or not set to system tones
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return;
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}
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#ifdef PIN_BUZZER
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if (!config.device.buzzer_gpio)
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config.device.buzzer_gpio = PIN_BUZZER;
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if (!config.device.buzzer_gpio)
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config.device.buzzer_gpio = PIN_BUZZER;
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#endif
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if (config.device.buzzer_gpio) {
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for (int i = 0; i < size; i++) {
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const auto &tone_duration = tone_durations[i];
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tone(config.device.buzzer_gpio, tone_duration.frequency_khz, tone_duration.duration_ms);
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// to distinguish the notes, set a minimum time between them.
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delay(1.3 * tone_duration.duration_ms);
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}
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if (config.device.buzzer_gpio) {
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for (int i = 0; i < size; i++) {
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const auto &tone_duration = tone_durations[i];
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tone(config.device.buzzer_gpio, tone_duration.frequency_khz, tone_duration.duration_ms);
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// to distinguish the notes, set a minimum time between them.
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delay(1.3 * tone_duration.duration_ms);
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}
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}
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}
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void playBeep()
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{
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ToneDuration melody[] = {{NOTE_B3, DURATION_1_8}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playBeep() {
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ToneDuration melody[] = {{NOTE_B3, DURATION_1_8}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playLongBeep()
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{
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ToneDuration melody[] = {{NOTE_B3, DURATION_1_1}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playLongBeep() {
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ToneDuration melody[] = {{NOTE_B3, DURATION_1_1}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playGPSEnableBeep()
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{
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void playGPSEnableBeep() {
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#if defined(R1_NEO) || defined(MUZI_BASE)
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ToneDuration melody[] = {
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{NOTE_F5, DURATION_1_2}, {NOTE_G6, DURATION_1_8}, {NOTE_E7, DURATION_1_4}, {NOTE_SILENT, DURATION_1_2}};
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ToneDuration melody[] = {{NOTE_F5, DURATION_1_2}, {NOTE_G6, DURATION_1_8}, {NOTE_E7, DURATION_1_4}, {NOTE_SILENT, DURATION_1_2}};
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#else
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ToneDuration melody[] = {{NOTE_C3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_CS4, DURATION_1_4}};
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ToneDuration melody[] = {{NOTE_C3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_CS4, DURATION_1_4}};
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#endif
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playGPSDisableBeep()
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{
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void playGPSDisableBeep() {
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#if defined(R1_NEO) || defined(MUZI_BASE)
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ToneDuration melody[] = {{NOTE_B4, DURATION_1_16}, {NOTE_B4, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8},
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{NOTE_F3, DURATION_1_16}, {NOTE_F3, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8},
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{NOTE_C3, DURATION_1_1}, {NOTE_SILENT, DURATION_1_1}};
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ToneDuration melody[] = {{NOTE_B4, DURATION_1_16}, {NOTE_B4, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8}, {NOTE_F3, DURATION_1_16},
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{NOTE_F3, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8}, {NOTE_C3, DURATION_1_1}, {NOTE_SILENT, DURATION_1_1}};
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#else
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ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_C3, DURATION_1_4}};
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ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_C3, DURATION_1_4}};
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#endif
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playStartMelody()
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{
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ToneDuration melody[] = {{NOTE_FS3, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_CS4, DURATION_1_4}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playStartMelody() {
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ToneDuration melody[] = {{NOTE_FS3, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_CS4, DURATION_1_4}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playShutdownMelody()
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{
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ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playShutdownMelody() {
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ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playChirp()
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{
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// A short, friendly "chirp" sound for key presses
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ToneDuration melody[] = {{NOTE_AS3, 20}}; // Short AS3 note
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playChirp() {
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// A short, friendly "chirp" sound for key presses
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ToneDuration melody[] = {{NOTE_AS3, 20}}; // Short AS3 note
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playClick()
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{
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// A very short "click" sound with minimum delay; ideal for rotary encoder events
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ToneDuration melody[] = {{NOTE_AS3, 1}}; // Very Short AS3
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playClick() {
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// A very short "click" sound with minimum delay; ideal for rotary encoder events
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ToneDuration melody[] = {{NOTE_AS3, 1}}; // Very Short AS3
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playBoop()
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{
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// A short, friendly "boop" sound for button presses
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ToneDuration melody[] = {{NOTE_A3, 50}}; // Very short A3 note
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playBoop() {
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// A short, friendly "boop" sound for button presses
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ToneDuration melody[] = {{NOTE_A3, 50}}; // Very short A3 note
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playLongPressLeadUp()
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{
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// An ascending lead-up sequence for long press - builds anticipation
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ToneDuration melody[] = {
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{NOTE_C3, 100}, // Start low
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{NOTE_E3, 100}, // Step up
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{NOTE_G3, 100}, // Keep climbing
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{NOTE_B3, 150} // Peak with longer note for emphasis
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};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playLongPressLeadUp() {
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// An ascending lead-up sequence for long press - builds anticipation
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ToneDuration melody[] = {
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{NOTE_C3, 100}, // Start low
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{NOTE_E3, 100}, // Step up
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{NOTE_G3, 100}, // Keep climbing
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{NOTE_B3, 150} // Peak with longer note for emphasis
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};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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// Static state for progressive lead-up notes
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@@ -153,39 +140,34 @@ static const ToneDuration leadUpNotes[] = {
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};
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static const int leadUpNotesCount = sizeof(leadUpNotes) / sizeof(ToneDuration);
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bool playNextLeadUpNote()
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{
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if (leadUpNoteIndex >= leadUpNotesCount) {
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return false; // All notes have been played
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}
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bool playNextLeadUpNote() {
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if (leadUpNoteIndex >= leadUpNotesCount) {
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return false; // All notes have been played
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}
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// Use playTones to handle buzzer logic consistently
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const auto ¬e = leadUpNotes[leadUpNoteIndex];
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playTones(¬e, 1); // Play single note using existing playTones function
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// Use playTones to handle buzzer logic consistently
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const auto ¬e = leadUpNotes[leadUpNoteIndex];
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playTones(¬e, 1); // Play single note using existing playTones function
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leadUpNoteIndex++;
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leadUpNoteIndex++;
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if (leadUpNoteIndex >= leadUpNotesCount) {
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return false; // this was the final note
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}
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return true; // Note was played (playTones handles buzzer availability internally)
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if (leadUpNoteIndex >= leadUpNotesCount) {
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return false; // this was the final note
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}
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return true; // Note was played (playTones handles buzzer availability internally)
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}
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void resetLeadUpSequence()
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{
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leadUpNoteIndex = 0;
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}
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void resetLeadUpSequence() { leadUpNoteIndex = 0; }
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void playComboTune()
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{
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// Quick high-pitched notes with trills
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ToneDuration melody[] = {
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{NOTE_G3, 80}, // Quick chirp
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{NOTE_B3, 60}, // Higher chirp
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{NOTE_CS4, 80}, // Even higher
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{NOTE_G3, 60}, // Quick trill down
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{NOTE_CS4, 60}, // Quick trill up
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{NOTE_B3, 120} // Ending chirp
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};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playComboTune() {
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// Quick high-pitched notes with trills
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ToneDuration melody[] = {
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{NOTE_G3, 80}, // Quick chirp
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{NOTE_B3, 60}, // Higher chirp
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{NOTE_CS4, 80}, // Even higher
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{NOTE_G3, 60}, // Quick trill down
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{NOTE_CS4, 60}, // Quick trill up
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{NOTE_B3, 120} // Ending chirp
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};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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