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/*!
* Morse code library.
*
* This implements a state machine for playing back morse code messages.
*
* Author Stuart Longland <[email protected]>
* Copyright (C) 2015 FreeDV project.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License version 2.1,
* as published by the Free Software Foundation. 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 Lesser General Public
* License along with this program; if not, see
* <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include "morse.h"
#include <stdio.h>
/*! Symbol table element definition */
struct morse_sym_table_t {
uint8_t code; uint8_t len;
};
/*! Symbol table: "digits" */
static const struct morse_sym_table_t morse_digits[] = {
{ .code = 0xf8, .len = 5 }, /* 0: ----- */
{ .code = 0x78, .len = 5 }, /* 1: .---- */
{ .code = 0x38, .len = 5 }, /* 2: ..--- */
{ .code = 0x18, .len = 5 }, /* 3: ...-- */
{ .code = 0x08, .len = 5 }, /* 4: ....- */
{ .code = 0x00, .len = 5 }, /* 5: ..... */
{ .code = 0x80, .len = 5 }, /* 6: -.... */
{ .code = 0xc0, .len = 5 }, /* 7: --... */
{ .code = 0xe0, .len = 5 }, /* 8: ---.. */
{ .code = 0xf0, .len = 5 }, /* 9: ----. */
};
/*! Symbol table: "letters" */
static const struct morse_sym_table_t morse_letters[] = {
{ .code = 0x40, .len = 2 }, /* A: .- */
{ .code = 0x80, .len = 4 }, /* B: -... */
{ .code = 0xa0, .len = 4 }, /* C: -.-. */
{ .code = 0x80, .len = 3 }, /* D: -.. */
{ .code = 0x00, .len = 1 }, /* E: . */
{ .code = 0x20, .len = 4 }, /* F: ..-. */
{ .code = 0xc0, .len = 3 }, /* G: --. */
{ .code = 0x00, .len = 4 }, /* H: .... */
{ .code = 0x00, .len = 2 }, /* I: .. */
{ .code = 0x70, .len = 4 }, /* J: .--- */
{ .code = 0xa0, .len = 3 }, /* K: -.- */
{ .code = 0x40, .len = 4 }, /* L: .-.. */
{ .code = 0xc0, .len = 2 }, /* M: -- */
{ .code = 0x80, .len = 2 }, /* N: -. */
{ .code = 0xe0, .len = 3 }, /* O: --- */
{ .code = 0x60, .len = 4 }, /* P: .--. */
{ .code = 0xd0, .len = 4 }, /* Q: --.- */
{ .code = 0x40, .len = 3 }, /* R: .-. */
{ .code = 0x00, .len = 3 }, /* S: ... */
{ .code = 0x80, .len = 1 }, /* T: - */
{ .code = 0x20, .len = 3 }, /* U: ..- */
{ .code = 0x10, .len = 4 }, /* V: ...- */
{ .code = 0x60, .len = 3 }, /* W: .-- */
{ .code = 0x90, .len = 4 }, /* X: -..- */
{ .code = 0xb0, .len = 4 }, /* Y: -.-- */
{ .code = 0xc0, .len = 4 }, /* Z: --.. */
};
static void morse_next_sym(struct morse_player_t* const morse_player)
{
struct sfx_player_t* sfx_player = &(morse_player->sfx_player);
if (!morse_player->msg) {
sfx_play(sfx_player, NULL);
return;
}
uint8_t sym_rem = 0;
uint8_t sym_code = 0;
const struct morse_sym_table_t* sym = NULL;
const char* c = morse_player->msg;
while(!sym) {
if ((*c >= 'A') && (*c <= 'Z'))
/* Play a letter. (capitals) */
sym = &morse_letters[*c - 'A'];
else if ((*c >= 'a') && (*c <= 'z'))
/* Play a letter. (lowercase) */
sym = &morse_letters[*c - 'a'];
else if ((*c >= '0') && (*c <= '9'))
/* Play a digit. */
sym = &morse_digits[*c - '0'];
else if (*c == 0) {
morse_player->msg = NULL;
return;
}
c++;
}
morse_player->msg = c;
struct sfx_note_t* note = morse_player->sym;
sym_rem = sym->len;
sym_code = sym->code;
while(sym_rem) {
note->freq = morse_player->freq;
if (sym_code & 0x80)
/* Play a "dah" */
note->duration = morse_player->dit_time*3;
else
/* Play a "dit" */
note->duration = morse_player->dit_time;
note++;
sym_code <<= 1;
sym_rem--;
/* A gap follows */
note->freq = 0;
if (sym_rem) {
/* More of the character */
note->duration = morse_player->dit_time;
note++;
}
}
/* What comes next? */
if (*c == ' ') {
/* End of word */
note->duration = morse_player->dit_time*7;
note++;
} else if (*c) {
/* End of character */
note->duration = morse_player->dit_time*3;
note++;
}
/* Terminate the sequence */
note->freq = 0;
note->duration = 0;
/* Set the player up */
sfx_play(sfx_player, morse_player->sym);
}
/*!
* Start playing a particular effect.
* @param sfx_player Effect player state machine
* @param effect Pointer to sound effect (NULL == stop)
*/
void morse_play(struct morse_player_t* const morse_player,
const char* msg)
{
morse_player->msg = msg;
morse_next_sym(morse_player);
}
/*!
* Retrieve the next sample to be played.
*/
int16_t morse_next(struct morse_player_t* const morse_player)
{
if (!morse_player)
return(0);
if (!morse_player->sfx_player.note)
morse_next_sym(morse_player);
return sfx_next(&(morse_player->sfx_player));
}
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