Mouser Bluetooth Mesh: L0 Introduction

Summary

Register for my Bluetooth Mesh Virtual Workshop on May, 29 at 11:00AM Eastern Time!!

Block Diagram - Cypress Semiconductor CYBT-213043-MESH Bluetooth Evaluation Kit

Hello everyone.  This is lesson 0 of a series of 10 lessons about creating Bluetooth Mesh applications for the Cypress EZ Bluetooth Mesh Evaluation Kit CYBT-213043-MESH.  This class is called “How to Design with Bluetooth Mesh” because that is exactly what we are going to do – make some applications.  No powerpoint in sight.

I am going to start by showing you the development kit and demonstrating how to use it.  It is actually 4 development kits, which makes sense because you need multiple boards to make an actual Bluetooth Mesh.  I will show you and Android App called the “Mesh Lighting” app which I will use to provision, configure and control the mesh.  My plan is to walk you through a bunch of learning resources about Bluetooth Mesh and teach you the key concepts.  Finally, I’ll show you some code and teach you how to write your own projects.

I will attempt to go slowly enough for you to follow along, but if I go too fast, don’t worry you should be able to follow along with the instructions on this website.

Todays virtual workshop has this agenda table which will show also show up on every page.  The links will work to take you through the different lessons.

How To Design With Bluetooth Mesh


You can "git" a workspace will all of these files at https://github.com/iotexpert/MouserVTWBluetoothMesh or git@github.com:iotexpert/MouserVTWBluetoothMesh.git

You will need a few things for this class:

CYBT-213043-MESH

This “development kit” is actually four identical boards (and cables) which will let you build a complete Bluetooth Mesh.  You can purchase the kit from Mouser.

Modus Toolbox 1.1

Modus Toolbox 1.1 is our Eclipse based IDE for developing Bluetooth projects.  You can run this on Windows, Mac and Linux.

Bluetooth Mesh SDK 1.2

Cypress has been working continuously to keep our Bluetooth Mesh SDK up to date with changes in the Bluetooth SIG specifications for Mesh.  Our latest release as of today is Bluetooth SDK 1.2 which you will need to have installed.

MBED OS & PSoC 6 & SSD1306

Summary

As I wrote about in the last article I have been working to get ready for Embedded World 2019 in a week and a bit.  For my demo, I will be handing out remote controls that have a 128×64 monochrome OLED display that is driven by an I2C SSD1306.  This whole board is controlled by a PSoC 6 & a 4343W WiFi / Bluetooth Combo.

This morning I started to port the U8G2 library to MBEDOS… but ran into some problems, so I i decided to see what ports were already out there.  I immediately found a port of the Adafruit_GFX library.  This article talks about using it on my CY8CPROTO_062_4343W board.  As part of this journey I also wanted to be able to draw the Cypress logo on the screen… so I had to figure out how to create a logo in a format that could be drawn on the screen.

I will follow these steps:

  1. Create a new project & add the Adafruit_GFX_library
  2. Create a main.cpp, configure the library and test
  3. Make a Cypress logo using GIMP
  4. Create a function to draw X11 bitmaps & test

Create a new project & add the Adafruit_GFX_library

The first step to get everything going by running

  1. mbed new .
  2. mbed add http://os.mbed.com/users/nkhorman/code/Adafruit_GFX/

The way to figure out how to add the library is by going to the library webpage on the mbedos website.  Then clicking the arrow on “Import into Compiler” where you will see two options, “Import into Compiler” and “Import with mbed CLI”

When you select that option you will get a window that tells you the exact command to run.

I have been using Atom as an editor (and sort of IDE).  When you open the lcd-example directory using Atom you will see your project including

  1. The mbed-os directory with all of the mbed stuff in it.
  2. The Adafruit_GFX library

Create a main.cpp, configure the library and test

The next step is to create a main.cpp.

  1. Setup the I2C.  In order to use the graphics library you need to setup a communication vehicle.  In my case that is an I2C bus that is connected to P6[0] and P6[1] on my development board.  Lines 6-15 create the communication class of I2CPreInit, configure it to 400kbs and connect the I2C master to P6[0]/P6[1]
  2. Line 16 actually setups up the graphics library and get it going.
  3. The main simply prints out some information about the display on lines 22-23
  4. Line 24 causes the current frame buffer to be displayed (more on this in a second)
  5. The main loop blinks the LED and prints a counter on the top of the screen.
#include "mbed.h"
#include "Adafruit_SSD1306.h"

DigitalOut myled(LED1);

class I2CPreInit : public I2C
{
public:
    I2CPreInit(PinName sda, PinName scl) : I2C(sda, scl)
    {
        frequency(400000);
        start();
    };
};
I2CPreInit gI2C(P6_1,P6_0);
Adafruit_SSD1306_I2c gOled2(gI2C,P0_2,0x78,64,128);

int main()
{   uint16_t x=0;

    printf("Started\n");
    printf("%ux%u OLED Display\r\n", gOled2.width(), gOled2.height());
    printf("Rotation = %u\n",gOled2.getRotation());
    gOled2.display();
    while(1)
    {
        x += 1;
        myled = !myled;
        gOled2.printf("%u\r",x);
        gOled2.display();
        wait(1.0);
    }
}

In order to build this thing I run “mbed compile -t GCC_ARM -m CY8CPROTO_062_4343w”.  When I run the project it looks like this:

There are several things to notice about this picture.  First, there is an Adafruit logo on the screen.  Where did this come from?  Simple on line 152 of Adafruit_ssd1306.cpp there is a function called “splash” which is called by the constructor.  The spash function just copies a bitmap into the frame buffer of the Adafruit_SSD1306 object.

void Adafruit_SSD1306::splash(void)
{
#ifndef NO_SPLASH_ADAFRUIT
	uint8_t adaFruitLogo[64 * 128 / 8] =
	{ 
		0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

The constructor is in Adafruit_ssd1306.h on line 152

	Adafruit_SSD1306_I2c(I2C &i2c, PinName RST, uint8_t i2cAddress = SSD_I2C_ADDRESS, uint8_t rawHeight = 32, uint8_t rawWidth = 128)
	    : Adafruit_SSD1306(RST, rawHeight, rawWidth)
	    , mi2c(i2c)
	    , mi2cAddress(i2cAddress)
	    {
		    begin();
		    splash();
		    display();
	    };

And if you don’t want to have this splash screen you can uncomment the #define NO_SPLASH_ADAFRUIT in the file “Adafruit_GFC_Config.h”

#ifndef _ADAFRUIT_GFX_CONFIG_H_
#define _ADAFRUIT_GFX_CONFIG_H_

// Uncomment this to turn off the builtin splash
#define NO_SPLASH_ADAFRUIT

// Uncomment this to enable all functionality
//#define GFX_WANT_ABSTRACTS

// Uncomment this to enable only runtime font scaling, without all the rest of the Abstracts
//#define GFX_SIZEABLE_TEXT


#endif

The next thing to notice in the picture is that I have lead wires attached to the LCD pins… and those wires are attached to a logic analyzer because I typed the I2C incorrectly and I couldn’t figure out why they didn’t talk.  And finally notice my grandfathers magnifying glass which I use every day.

Make a Cypress logo using GIMP

For my project I am less interested in displaying Adafruits Logo and more interested in displaying Cypress’.  To do this I loaded up the Cypress logo in Gimp.

I then converted it to pure black and white using the “Image->Mode->Indexed…”

Then selected “black and white palette”

Then I scaled the image to 128×40 using the “Image->Scale Image”

Unfortunately it made a bit of a mess of the logo during the scaling process… so I put my son to editing it.

Which looks like this after he was done.  Pretty good eh?

In order to use the image you need a “C program” version of it.  It turns out that there is a format called “X11” or “xbm” which is exactly that (a c-file).  You can read about the format on this website.  To get one of these files, just run “File->Export As”

Then give it a name with a “.xbm” on the end

Make sure and “de-select the X10 format bitmap” (and older version of the xbm format)

When all that is said and done you will find the xbm file with goodness in it.  Here is the top of it.

#define cylogo_width 128
#define cylogo_height 40
static unsigned char cylogo_bits[] = {
   0x00, 0x00, 0xff, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
   0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0xff, 0x0f, 0x00, 0x00, 0x00, 0x00,
   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0xff, 0x3f,
   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
   0x00, 0xfe, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

The format of this file is unsigned 8-bit integers… each bit represents the bit of one pixel… in BIG ENDIAN!!!! format.  In other words this table will be 128×40/8 bytes long.

Create a function to draw X11 bitmaps & test

But how do we use this format?  Well, write a new function in the Adafruit library to draw X11 bitmaps.

First add the new function name to the class on line 168 of “Adafruit_GFX.h”

    virtual void drawX11BitMap(const uint8_t bitmap[],uint16_t bitMapWidth,uint16_t bitMapSize,uint16_t posX,uint16_t posY);

Then add the code.

// Write an X11 formatted bitmap to the screen at posX, posY
void Adafruit_GFX::drawX11BitMap(const uint8_t bitmap[],uint16_t bitMapWidth,uint16_t bitMapSize,uint16_t posX,uint16_t posY)
{
  int16_t x1 = posX;
  int16_t y1 = posY;

  for(unsigned int i=0;i<bitMapSize;i++)
  {
    uint8_t val = bitmap[i];

    for(int j=0;j<8;j++)
    {
        uint16_t pixColor;
        if(val>>j & 0x01)
          pixColor = 1;
        else
          pixColor = 0;

        drawPixel(x1,y1, pixColor);
        x1 = x1 + 1;
        if(x1 == posX + bitMapWidth)
        {
          x1 = posX;
          y1 = y1 + 1;
        }
    }
  }

This may not be the most beautiful code in the world… which I suppose makes it fit right in with some of the other stuff in this driver.  Oh well it works.

Once you have added the function to the library, lets test it to see if it can draw the logo.  First, copy the “cylogo.xbm” into the project and call it “cylogo.h”.  Then modify the “main.cpp” to use it.  Add an include of the “cylogo.h”.  Then on line 26, call the function to draw it at 0,(half way down the screen)

#include "mbed.h"
#include "Adafruit_SSD1306.h"
#include "cylogo.h"
DigitalOut myled(LED1);

class I2CPreInit : public I2C
{
public:
    I2CPreInit(PinName sda, PinName scl) : I2C(sda, scl)
    {
        frequency(400000);
        start();
    };
};
I2CPreInit gI2C(P6_1,P6_0);
Adafruit_SSD1306_I2c gOled2(gI2C,P0_2,0x78,64,128);

int main()
{   uint16_t x=0;

    printf("Started\n");
    printf("%ux%u OLED Display\r\n", gOled2.width(), gOled2.height());
    printf("Rotation = %u\n",gOled2.getRotation());


    gOled2.drawX11BitMap(cylogo_bits,cylogo_width,sizeof(cylogo_bits),0,(64-cylogo_height)/2);

    gOled2.display();

When you program this… everything seems to be good.

By the way if it isn’t clear by now, I did a solder in a male header onto the board so that I could attach the I2C wires for the display.

Mouser PSoC 6-WiFi-BT L8: Integrate WiFi and AWS Into the Game

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

In this lesson we will move the subscriber app functionality into the main GameBle project (now called GameBleAws).  In order to do this, you need to turn the subscriber into a thread, and fix it so that messages that are sent to the PADDLE topic get turned into messages that can be sent to the paddleQueue.

To implement this lesson I will follow these steps:

  1. Create a New Project starting from L6GameBle
  2. Copy over subscriber.c and wifi_config_dct.h
  3. Update the Makefile
  4. Create subscriber.h
  5. Update main.c
  6. Update subscriber.c
  7. Test

Create a New Project

Copy and paste the L6GameBle project into a new project called L8GameBleAws using Copy/Paste

Create a new Make target for the GameBleAws project

Copy subscriber.c & wifi_config_dct.h

Use copy/paste to make a copy of the subscriber application and paste it into the GameBleAws project.  Once done your folder should look like this:

Update the Makefile

NAME := App_WStudio_L8GameBleAws

$(NAME)_SOURCES := main.c \
    CapSenseThread.c \
	GameThread.c \
	cy_tft_display.c \
	GoBleThread.c \
	GoBle_db.c \
	wiced_bt_cfg.c \
	subscriber.c

$(NAME)_COMPONENTS := graphics/ugui \
                      libraries/drivers/bluetooth/low_energy \
                      protocols/AWS

WIFI_CONFIG_DCT_H := wifi_config_dct.h

$(NAME)_RESOURCES  := apps/aws/iot/rootca.cer \
                      apps/aws/iot/subscriber/client.cer \
                      apps/aws/iot/subscriber/privkey.cer
                      
# To support Low memory platforms, disabling components which are not required
GLOBAL_DEFINES += WICED_CONFIG_DISABLE_SSL_SERVER \
                  WICED_CONFIG_DISABLE_DTLS \
                  WICED_CONFIG_DISABLE_ENTERPRISE_SECURITY \
                  WICED_CONFIG_DISABLE_DES \
                  WICED_CONFIG_DISABLE_ADVANCED_SECURITY_CURVES

Create subscriber.h

In order for the main.c to know about the awsThread (which is the former application_start of subscriber.c) you should create a file called subscriber.h.  Then you should define the awsThread function to match the wiced_thread_t function prototype (just a function that takes a wiced_thread_arg and returns void).

#pragma once
extern void awsThread( wiced_thread_arg_t arg );

Update main.c

To integrate the awsThread thread into your main project you need to add the “subscriber.h” to the includes:

#include "GameThread.h"
#include "GoBleThread.h"
#include "CapSenseThread.h"
#include "subscriber.h"
#include "wiced.h"

Add a new variable to hold the awsThreadHandle.

wiced_thread_t awsThreadHandle;

Finally you should launch the AWS thread by creating it with wiced_rtos_create_thread.

void application_start( )
{
    wiced_init( );
    wiced_rtos_init_queue(&paddleQueue,"paddleQueue",sizeof(game_msg_t),10);
    wiced_rtos_create_thread(&blinkThreadHandle,7,"Blink Thread",pdlBlinkThread,500,0);
    wiced_rtos_create_thread(&capsenseThreadHandle,7,"CapSense Thread",capSenseThread,1024,0);
    wiced_rtos_create_thread(&gameThreadHandle,7,"game Thread",gameThread,4096,0);
    GoBleThread_start();
    wiced_rtos_create_thread(&awsThreadHandle,7,"AWS Thread",awsThread,4096,0);
 }

Update subscriber.c

In order for subscriber.c to be useful you need to fix the includes, send the messages from the PADDLE topic to the game thread, and turn application_start into a thread.  Start by fixing the includes (just like we did in the BLE Example in Lesson 6)

#include "SystemGlobal.h"
#include "GameThread.h"

When you get a message to the PADDLE topic, you should parse it, then send a message to the game thread to move the paddle.  You do this exactly the same way as you did in the BLE project.  Notice that I protect the game thread by making sure it send a value less than 100.

        case WICED_AWS_EVENT_PAYLOAD_RECEIVED:
        {
            uint32_t val;
            WPRINT_APP_INFO( ("[Application/AWS] Payload Received[ Topic: %.*s ]:\n", (int)data->message.topic_length, data->message.topic ) );

            if(strncmp(WICED_TOPIC,(const char *)data->message.topic,strlen(WICED_TOPIC)) == 0 && data->message.data_length < 4)
            {
                sscanf((const char *)data->message.data,"%d",(int *)&val);
                if(val>100)
                    val = 100;

                WPRINT_APP_INFO(("Val = %d\n",(int)val));
                game_msg_t msg;
                msg.evt = MSG_POSITION;
                msg.val = val;
                wiced_rtos_push_to_queue(&paddleQueue,&msg,0);
            }
        }
        break;

Test

I don’t really have a good program (like the GoBle) to test moving the paddle live.  But you can see that when the game is over, you can still move the paddle using AWS console.  In the screen shot below you can see that I moved the paddle to position 0.  And you can see that the BLE started at the same time as AWS.  Score.

Mouser PSoC 6-WiFi-BT L7 : Implement WiFi and AWS

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

In this lesson I am going to update one of the predefined application which we deliver as part of WICED Studio which knows how to connect to the AWS IoT Cloud to work on my network.  This will demonstrate WiFi and MQTT.  I will also fix the application so that it knows about a new MQTT Topic called “PADDLE” which will be used to send messages to move the game paddle.

To implement this project I will:

  1. Copy the subscriber from demo/aws/iot/pub_sub/subscriber
  2. Setup a “thing” on AWS and download the certificates
  3. Update the certificates in the WICED installation
  4. Update the project with my AWS configuration
  5. Test
  6. Update the project to be compatible with the Game
  7. Test

Copy Subscriber & Fix the Makefile

The first thing that I will do is copy/paste the subscriber application which can be found at demo/aws/iot/pub_sub/subscriber into my folder.  I will also rename the project to L7subscriber. Once that is done it should look like this:

Then you need to edit the Makefile to update the name of the project.

NAME := App_WStudio_L7subscriber

Go to Amazon.com and Create a “thing”

In order to connect to the AWS cloud you need to create a “thing”.  Go to the AWS console and click “Create”

We are just going to create one thing.  So, click “Create a single thing”

Give it a name, in this case Mouser.

AWS has device level security which is implemented with RSA certificates for each device.  So,  you need to let AWS create a certificate for you.

Once that is done download the device certificate and the two keys.  You need to 100% make sure you do this now, because you wont get another chance. I’m also going to activate the certificate once I have the certificate and keys.

Now attach a policy to your thing.  I already have the “ww101_policy” setup.

The policy looks like this.  Basically, things are wide open.

Update the Certificates

The last thing that you need is the most recent AWS certificate.  WICED expects that you use the RSA2048 bit key.

Now that you have the four security documents., you need to integrate them into your WICED installation.  To do this, change directories to ~/Documents/WICED-Studio-6.2/43xxx_Wi-Fi/resources/apps/aws/iot  Then copy the files, and then make symbolic links.  If you are not on a Mac or Linux then just copy the files and rename them appropriately.

Update the Project

AWS creates a virtual machine and runs an MQTT server on that machine.  You can find out the DNS name of that machine on the settings screen.  Here you can see my endpoint.  You will need to configure the WICED project to talk to your server.

You need to change the actual endpoint of your MQTT server in the AWS cloud on line 119

static wiced_aws_endpoint_info_t my_subscriber_aws_iot_endpoint = {
    .transport           = WICED_AWS_TRANSPORT_MQTT_NATIVE,
    .uri                 = "amk6m51qrxr2u-ats.iot.us-east-1.amazonaws.com",
    .peer_common_name    = NULL,
    .ip_addr             = {0},
    .port                = WICED_AWS_IOT_DEFAULT_MQTT_PORT,
    .root_ca_certificate = NULL,
    .root_ca_length      = 0,
};

In the file wifi_config_dct.h you will need to change the CLIENT_AP_SSID and CLIENT_AP_PASSPHRASE for your network

/* This is the default AP the device will connect to (as a client)*/
#define CLIENT_AP_SSID       "WW101WPA"
#define CLIENT_AP_PASSPHRASE "yourpassword"
#define CLIENT_AP_BSS_TYPE   WICED_BSS_TYPE_INFRASTRUCTURE
#define CLIENT_AP_SECURITY   WICED_SECURITY_WPA2_MIXED_PSK
#define CLIENT_AP_CHANNEL    1
#define CLIENT_AP_BAND       WICED_802_11_BAND_2_4GHZ

Test

In order to test the project you will need to create a make target and program your development kit.

Once that is done you can go to the Amazon.com test console and send MQTT messages to the correct topic.

Here you can see the project attached to my network.  And successfully received the LIGHT ON message.

Update the Project for the Game

We know that the game doesn’t care about the LIGHT topic so, let’s change it to PADDLE.

#define WICED_TOPIC                                 "PADDLE"

And let’s assume that messages to the paddle topic are ASCII numbers <100.  So, we can parse the message and print it out.  Notice that I used sscanf to parse the message and we all know that is super dangerous.

        case WICED_AWS_EVENT_PAYLOAD_RECEIVED:
        {
            char buff[10];
            uint32_t val;
            WPRINT_APP_INFO( ("[Application/AWS] Payload Received[ Topic: %.*s ]:\n", (int)data->message.topic_length, data->message.topic ) );

            if(strncmp(WICED_TOPIC,data->message.topic,strlen(WICED_TOPIC)) == 0 && data->message.data_length < 4)
            {
                sscanf(data->message.data,"%d",&val);
                WPRINT_APP_INFO(("Val = %d\n",val));
            }
        }
        break;

Test

After making those updates let’s program the whole shooting match again.  Then test by sending some messages to the PADDLE topic.

It’s good.  Things are working.

Mouser PSoC6-WiFi-BT L6 : Integrate GoBle Bluetooth into the Game

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

At this point we have a working BLE Remote Control and a working Game.  In this lesson I’ll merge the two projects together so that the GoBle remote control will be able to control the game paddle.  It will do this by creating messages (just like the CapSense messages) and sending them to the Game thread via the paddleQueue.  And it will send “Button0” messages when “Button A” is pressed.

To implement this lesson I will follow these steps:

  1. Copy everything into a new project
  2. Modify the Makefile
  3. Modify main.c
  4. Create a new make target
  5. Test it all to make sure things are still working
  6. Modify GoBleThread.c
  7. Program and Test

Copy L4Game into a new project L6GameBle

Use “copy” and “paste” to create a new project, when you paste give it the name “L6GameBle” (there is an error in the screenshot)

Copy the files GoBle_db.c/h, GoBleThread.c/h, and wiced_bt_cfg.c from the GoBle project into your new GameBle project.  After that is done your project should look like this:

Modify the Makefile

  1. Change the name of the App to “App_WStudio_L6GameBle”
  2. Add the new source files
  3. Add the BLE Library “libraries/drivers/bluetooth/low_energy”
NAME := App_WStudio_L6GameBle

$(NAME)_SOURCES := main.c \
    CapSenseThread.c \
	GameThread.c \
	cy_tft_display.c \
	GoBleThread.c \
	GoBle_db.c \
	wiced_bt_cfg.c

$(NAME)_COMPONENTS := graphics/ugui \
                      libraries/drivers/bluetooth/low_energy

Modify main.c

Add the include for the GeBleThread.

#include "GameThread.h"
#include "GoBleThread.h"
#include "CapSenseThread.h"
#include "wiced.h"

In the application_start function add a call GoBleThread_start() to get the GoBle thread going

void application_start( )
{
    wiced_init( );
    wiced_rtos_init_queue(&paddleQueue,"paddleQueue",sizeof(game_msg_t),10);
    wiced_rtos_create_thread(&blinkThreadHandle,7,"Blink Thread",pdlBlinkThread,500,0);
    wiced_rtos_create_thread(&capSenseThreadHandle,7,"CapSense Thread",capSenseThread,1024,0);
    wiced_rtos_create_thread(&gameThreadHandle,7,"game Thread",gameThread,4096,0);
    GoBleThread_start();
 }

Create a new make target

Test it all to make sure things are still working

Run the make target and make sure that the game still plays and that you can get remote control messages.

Modify GoBleThread.c

Add the includes for the GameThread (to get access to the game message structure) and SystemGlobal (to get access to the queue)

#include "GameThread.h"
#include "SystemGlobal.h"

I don’t need (or want) the button/slider printout information.  So I will delete the old button code from goble_event_handler. (delete this stuff)

            WPRINT_APP_INFO(("# Buttons = %d ButtonMask=%02X Slider x=%02X Slider Y=%02X Raw=",(int)numButtons,(unsigned int)buttonMask,(unsigned int)sliderX,(unsigned int)sliderY));

            for(int i=0;i<p_attr_req->data.write_req.val_len;i++)
            {
                WPRINT_APP_INFO(("%02X ",p_attr_req->data.write_req.p_val[i]));
            }
            WPRINT_APP_INFO(("\n"));

Now, update the code to send the slider and button information to the GameThread (via the paddleQueue).  You may have noticed that the slider on GoBle gives you 0->0xFF and the direction is the inverse from the game we setup.  So, I will scale the value to 100 and invert it so that the controller moves the paddle the right way on line 143.  The message format is exactly the same as what we setup for the CapSense.  This means the CapSense slider works at the same time as the GoBle controller.

   case GATT_ATTRIBUTE_REQUEST_EVT:

        p_attr_req = &p_event_data->attribute_request;
        if( p_attr_req->request_type == GATTS_REQ_TYPE_WRITE  && p_attr_req->data.handle == HDLC_GOBLE_SERIALPORTID_VALUE)
        {
            uint32_t numButtons = p_attr_req->data.write_req.p_val[3];
            uint32_t sliderY = p_attr_req->data.write_req.p_val[5+numButtons];
            uint32_t sliderX = p_attr_req->data.write_req.p_val[6+numButtons];
            uint32_t buttonMask = 0x00;
            for(int i=0;i<numButtons;i++)
            {
                buttonMask |= (1<<p_attr_req->data.write_req.p_val[5+i]);
            }

            game_msg_t msg;
            msg.evt = MSG_POSITION;
            msg.val = 100 - (100*sliderY/255);
            wiced_rtos_push_to_queue(&paddleQueue,&msg,0);
            if(buttonMask & 0x10)
            {
                msg.evt = MSG_BUTTON0;
                msg.val = 1;
                wiced_result_t result=wiced_rtos_push_to_queue(&paddleQueue,&msg,0);
            }
            status = WICED_BT_GATT_SUCCESS;
        }
        break;

Program and Test

Mouser PSoC6-WiFi-BT L5 : GoBLE – BLE Remote Control for the Game

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

Although I a like the video game, it is for sure missing something.  That something is IoT.  The first IoT thing that we will do to the game is to add a BLE remote control.  I wanted a pre-done remote control that could be downloaded from the App store.  After looking around a little bit I found GoBle.  I published a detailed article about GoBle here, but I’ll explain enough to make it work with the game.

Here is a screen shot of what the remote control looks like.  You can see that on the left there is a joystick, and on the right there are some buttons.  My son tells me that this is a classic layout for a remote control.

This remote control works as a “Central” meaning it knows how to connect to Peripherals.  For this lesson we will turn on the CYW4343W and make it be a Bluetooth Peripheral.

To implement this lesson I will follow these steps:

  1. Create a folder called “L5GoBle”
  2. Create a makefile called L5GoBle.mk
  3. Setup a GATT database by creating GoBle_db.h and GoBle_db.c
  4. Setup wiced_bt_cfg.c
  5. Create GoBleThread.c
  6. Create GoBle.c to startup the GoBleThread
  7. Build, Program and Test

Create a directory called “L5GoBle”

Create a makefile called L5GoBle.mk

NAME := App_WStudio_L5GoBle

$(NAME)_SOURCES    := GoBle.c \
			          GoBleThread.c \
                      GoBle_db.c \
                      wiced_bt_cfg.c

$(NAME)_INCLUDES   := .

$(NAME)_COMPONENTS += libraries/drivers/bluetooth/low_energy 

Setup a GATT database by creating GoBle_db.h and GoBle_db.c

Create a file called “GoBle_db.h”

// GoBle_db.h

#ifndef __GATT_DATABASE_H__
#define __GATT_DATABASE_H__

#include "wiced.h"

#define __UUID_GOBLE                                 0xfb, 0x34, 0x9b, 0x5f, 0x80, 0x00, 0x00, 0x80, 0x00, 0x10, 0x00, 0x00, 0xb0, 0xdf, 0x00, 0x00
#define __UUID_GOBLE_SERIALPORTID                    0xfb, 0x34, 0x9b, 0x5f, 0x80, 0x00, 0x00, 0x80, 0x00, 0x10, 0x00, 0x00, 0xb1, 0xdf, 0x00, 0x00

// ***** Primary Service 'Generic Attribute'
#define HDLS_GENERIC_ATTRIBUTE                       0x0001

// ***** Primary Service 'Generic Access'
#define HDLS_GENERIC_ACCESS                          0x0014
// ----- Characteristic 'Device Name'
#define HDLC_GENERIC_ACCESS_DEVICE_NAME              0x0015
#define HDLC_GENERIC_ACCESS_DEVICE_NAME_VALUE        0x0016
// ----- Characteristic 'Appearance'
#define HDLC_GENERIC_ACCESS_APPEARANCE               0x0017
#define HDLC_GENERIC_ACCESS_APPEARANCE_VALUE         0x0018

// ***** Primary Service 'GoBle'
#define HDLS_GOBLE                                   0x0028
// ----- Characteristic 'SerialPortId'
#define HDLC_GOBLE_SERIALPORTID                      0x0029
#define HDLC_GOBLE_SERIALPORTID_VALUE                0x002A
// ===== Descriptor 'Client Configuration'
#define HDLD_GOBLE_SERIALPORTID_CLIENT_CONFIGURATION 0x002B


// External definitions
extern const uint8_t  gatt_database[];
extern const uint16_t gatt_database_len;
extern uint8_t BT_LOCAL_NAME[];
extern const uint16_t BT_LOCAL_NAME_CAPACITY;

#endif /* __GATT_DATABASE_H__ */

Create a file called “GoBle.c”

/*
 * This file has been automatically generated by the WICED 20719-B1 Designer.
 * BLE device's GATT database and device configuration.
 *
 */

// GoBle_db.c

#include "GoBle_db.h"

#include "wiced.h"
#include "wiced_bt_uuid.h"
#include "wiced_bt_gatt.h"

/*************************************************************************************
** GATT server definitions
*************************************************************************************/

const uint8_t gatt_database[] = // Define GATT database
{
    /* Primary Service 'Generic Attribute' */
    PRIMARY_SERVICE_UUID16 (HDLS_GENERIC_ATTRIBUTE, UUID_SERVICE_GATT),

    /* Primary Service 'Generic Access' */
    PRIMARY_SERVICE_UUID16 (HDLS_GENERIC_ACCESS, UUID_SERVICE_GAP),

    /* Primary Service 'GoBle' */
    PRIMARY_SERVICE_UUID128 (HDLS_GOBLE, __UUID_GOBLE),

        /* Characteristic 'SerialPortId' */
        CHARACTERISTIC_UUID128_WRITABLE (HDLC_GOBLE_SERIALPORTID, HDLC_GOBLE_SERIALPORTID_VALUE,
            __UUID_GOBLE_SERIALPORTID, LEGATTDB_CHAR_PROP_READ | LEGATTDB_CHAR_PROP_WRITE_NO_RESPONSE | LEGATTDB_CHAR_PROP_WRITE | LEGATTDB_CHAR_PROP_NOTIFY,
            LEGATTDB_PERM_READABLE | LEGATTDB_PERM_WRITE_CMD | LEGATTDB_PERM_WRITE_REQ),

            /* Descriptor 'Client Characteristic Configuration' */
            CHAR_DESCRIPTOR_UUID16_WRITABLE (HDLD_GOBLE_SERIALPORTID_CLIENT_CONFIGURATION,
                UUID_DESCRIPTOR_CLIENT_CHARACTERISTIC_CONFIGURATION, LEGATTDB_PERM_READABLE | LEGATTDB_PERM_WRITE_REQ | LEGATTDB_PERM_AUTH_WRITABLE),

};

// Length of the GATT database
const uint16_t gatt_database_len = sizeof(gatt_database);

Setup wiced_bt_cfg.c

The WICED Bluetooth Configuration file is called “wiced_bt_config.c”.  The only change I made from the default is the timeout value of the advertising.  You can copy this directly into your file.

/*
* This file has been automatically generated by the WICED 20719-B1 Designer.
* Device Configuration.
*
*/
/** wiced_bt_cfg.c
*
* Runtime Bluetooth stack configuration parameters
*
*/
#include "wiced_bt_dev.h"
#include "wiced_bt_ble.h"
#include "wiced_bt_uuid.h"
#include "wiced_bt_gatt.h"
#include "wiced_bt_avrc.h"
#include "wiced_bt_cfg.h"
/* Null-Terminated Local Device Name */
uint8_t BT_LOCAL_NAME[] = { 'G','o','B','l','e','T','e','s','t','\0' };
const uint16_t BT_LOCAL_NAME_CAPACITY = sizeof(BT_LOCAL_NAME);
/*******************************************************************
* wiced_bt core stack configuration
******************************************************************/
const wiced_bt_cfg_settings_t wiced_bt_cfg_settings =
{
.device_name =                          (uint8_t*)BT_LOCAL_NAME,                                    /**< Local device name (NULL terminated) */
.device_class =                         {0x00, 0x00, 0x00},                                         /**< Local device class */
.security_requirement_mask =            BTM_SEC_NONE,                                               /**< Security requirements mask (BTM_SEC_NONE, or combination of BTM_SEC_IN_AUTHENTICATE, BTM_SEC_OUT_AUTHENTICATE, BTM_SEC_ENCRYPT */
.max_simultaneous_links =               1,                                                          /**< Maximum number of simultaneous links to different devices */
/* BR/EDR Scan Configuration */
.br_edr_scan_cfg = {
.inquiry_scan_type =                BTM_SCAN_TYPE_STANDARD,                                     /**< Inquiry Scan Type (BTM_SCAN_TYPE_STANDARD or BTM_SCAN_TYPE_INTERLACED) */
.inquiry_scan_interval =            0x0000,                                                     /**< Inquiry Scan Interval (0 to use default) */
.inquiry_scan_window =              0x0000,                                                     /**< Inquiry Scan Window (0 to use default) */
.page_scan_type =                   BTM_SCAN_TYPE_STANDARD,                                     /**< Page Scan Type (BTM_SCAN_TYPE_STANDARD or BTM_SCAN_TYPE_INTERLACED) */
.page_scan_interval =               0x0000,                                                     /**< Page Scan Interval (0 to use default) */
.page_scan_window =                 0x0000,                                                     /**< Page Scan Window (0 to use default) */
},
/* BLE Scan Settings */
.ble_scan_cfg = {
.scan_mode =                        BTM_BLE_SCAN_MODE_PASSIVE,                                  /**< BLE Scan Mode (BTM_BLE_SCAN_MODE_PASSIVE or BTM_BLE_SCAN_MODE_ACTIVE) */
/* Advertisement Scan Configuration */
.high_duty_scan_interval =          WICED_BT_CFG_DEFAULT_HIGH_DUTY_SCAN_INTERVAL,               /**< High Duty Scan Interval */
.high_duty_scan_window =            WICED_BT_CFG_DEFAULT_HIGH_DUTY_SCAN_WINDOW,                 /**< High Duty Scan Window */
.high_duty_scan_duration =          5,                                                          /**< High Duty Scan Duration in seconds (0 for infinite) */
.low_duty_scan_interval =           WICED_BT_CFG_DEFAULT_LOW_DUTY_SCAN_INTERVAL,                /**< Low Duty Scan Interval */
.low_duty_scan_window =             WICED_BT_CFG_DEFAULT_LOW_DUTY_SCAN_WINDOW,                  /**< Low Duty Scan Window */
.low_duty_scan_duration =           5,                                                          /**< Low Duty Scan Duration in seconds (0 for infinite) */
/* Connection Scan Configuration */
.high_duty_conn_scan_interval =     WICED_BT_CFG_DEFAULT_HIGH_DUTY_CONN_SCAN_INTERVAL,          /**< High Duty Connection Cycle Connection Scan Interval */
.high_duty_conn_scan_window =       WICED_BT_CFG_DEFAULT_HIGH_DUTY_CONN_SCAN_WINDOW,            /**< High Duty Connection Cycle Connection Scan Window */
.high_duty_conn_duration =          30,                                                         /**< High Duty Connection Cycle Connection Duration in seconds (0 for infinite) */
.low_duty_conn_scan_interval =      WICED_BT_CFG_DEFAULT_LOW_DUTY_CONN_SCAN_INTERVAL,           /**< Low Duty Connection Cycle Connection Scan Interval */
.low_duty_conn_scan_window =        WICED_BT_CFG_DEFAULT_LOW_DUTY_CONN_SCAN_WINDOW,             /**< Low Duty Connection Cycle Connection Scan Window */
.low_duty_conn_duration =           30,                                                         /**< Low Duty Connection Cycle Connection Duration in seconds (0 for infinite) */
/* Connection Configuration */
.conn_min_interval =                WICED_BT_CFG_DEFAULT_CONN_MIN_INTERVAL,                     /**< Minimum Connection Interval */
.conn_max_interval =                WICED_BT_CFG_DEFAULT_CONN_MAX_INTERVAL,                     /**< Maximum Connection Interval */
.conn_latency =                     WICED_BT_CFG_DEFAULT_CONN_LATENCY,                          /**< Connection Latency */
.conn_supervision_timeout =         WICED_BT_CFG_DEFAULT_CONN_SUPERVISION_TIMEOUT,              /**< Connection Link Supervision Timeout */
},
/* BLE Advertisement Settings */
.ble_advert_cfg = {
.channel_map =                      BTM_BLE_ADVERT_CHNL_37 |                                    /**< Advertising Channel Map (mask of BTM_BLE_ADVERT_CHNL_37, BTM_BLE_ADVERT_CHNL_38, BTM_BLE_ADVERT_CHNL_39) */
BTM_BLE_ADVERT_CHNL_38 |
BTM_BLE_ADVERT_CHNL_39,
.high_duty_min_interval =           WICED_BT_CFG_DEFAULT_HIGH_DUTY_ADV_MIN_INTERVAL,            /**< High Duty Undirected Connectable Minimum Advertising Interval */
.high_duty_max_interval =           WICED_BT_CFG_DEFAULT_HIGH_DUTY_ADV_MAX_INTERVAL,            /**< High Duty Undirected Connectable Maximum Advertising Interval */
.high_duty_duration =               0,                                                         /**< High Duty Undirected Connectable Advertising Duration in seconds (0 for infinite) */
.low_duty_min_interval =            WICED_BT_CFG_DEFAULT_LOW_DUTY_ADV_MIN_INTERVAL,             /**< Low Duty Undirected Connectable Minimum Advertising Interval */
.low_duty_max_interval =            WICED_BT_CFG_DEFAULT_LOW_DUTY_ADV_MAX_INTERVAL,             /**< Low Duty Undirected Connectable Maximum Advertising Interval */
.low_duty_duration =                60,                                                         /**< Low Duty Undirected Connectable Advertising Duration in seconds (0 for infinite) */
.high_duty_directed_min_interval =  WICED_BT_CFG_DEFAULT_HIGH_DUTY_DIRECTED_ADV_MIN_INTERVAL,   /**< High Duty Directed Minimum Advertising Interval */
.high_duty_directed_max_interval =  WICED_BT_CFG_DEFAULT_HIGH_DUTY_DIRECTED_ADV_MAX_INTERVAL,   /**< High Duty Directed Maximum Advertising Interval */
.low_duty_directed_min_interval =   WICED_BT_CFG_DEFAULT_LOW_DUTY_DIRECTED_ADV_MIN_INTERVAL,    /**< Low Duty Directed Minimum Advertising Interval */
.low_duty_directed_max_interval =   WICED_BT_CFG_DEFAULT_LOW_DUTY_DIRECTED_ADV_MAX_INTERVAL,    /**< Low Duty Directed Maximum Advertising Interval */
.low_duty_directed_duration =       30,                                                         /**< Low Duty Directed Advertising Duration in seconds (0 for infinite) */
.high_duty_nonconn_min_interval =   WICED_BT_CFG_DEFAULT_HIGH_DUTY_NONCONN_ADV_MIN_INTERVAL,    /**< High Duty Non-Connectable Minimum Advertising Interval */
.high_duty_nonconn_max_interval =   WICED_BT_CFG_DEFAULT_HIGH_DUTY_NONCONN_ADV_MAX_INTERVAL,    /**< High Duty Non-Connectable Maximum Advertising Interval */
.high_duty_nonconn_duration =       30,                                                         /**< High Duty Non-Connectable Advertising Duration in seconds (0 for infinite) */
.low_duty_nonconn_min_interval =    WICED_BT_CFG_DEFAULT_LOW_DUTY_NONCONN_ADV_MIN_INTERVAL,     /**< Low Duty Non-Connectable Minimum Advertising Interval */
.low_duty_nonconn_max_interval =    WICED_BT_CFG_DEFAULT_LOW_DUTY_NONCONN_ADV_MAX_INTERVAL,     /**< Low Duty Non-Connectable Maximum Advertising Interval */
.low_duty_nonconn_duration =        0,                                                          /**< Low Duty Non-Connectable Advertising Duration in seconds (0 for infinite) */
},
/* GATT Configuration */
.gatt_cfg = {
.appearance =                       0x0000,                                                     /**< GATT Appearance */
.client_max_links =                 1,                                                          /**< Client Config: Maximum number of servers that local client can connect to */
.server_max_links =                 1,                                                          /**< Server Config: Maximum number of remote client connections allowed by local server */
.max_attr_len =                     512,                                                        /**< Maximum attribute length; wiced_bt_cfg must have a corresponding buffer pool that can hold this length */
.max_mtu_size =                     515,                                                        /**< Maximum MTU size for GATT connections, should be between 23 and (max_attr_len + 5) */
},
/* RFCOMM Configuration */
.rfcomm_cfg = {
.max_links =                        0,                                                          /**< Maximum number of simultaneous connected remote devices */
.max_ports =                        0,                                                          /**< Maximum Number of simultaneous RFCOMM ports */
},
/* Application-Managed L2CAP Protocol Configuration */
.l2cap_application = {
.max_links =                        0,                                                          /**< Maximum Number of Application-Managed L2CAP Links (BR/EDR and BLE) */
.max_psm =                          0,                                                          /**< Maximum Number of Application-Managed BR/EDR PSMs */
.max_channels =                     0,                                                          /**< Maximum Number of Application-Managed BR/EDR Channels */
.max_le_psm =                       0,                                                          /**< Maximum Number of Application-Managed LE PSMs */
.max_le_channels =                  0,                                                          /**< Maximum Number of Application-Managed LE Channels */
.max_le_l2cap_fixed_channels =      0,                                                          /**< Maximum Number of Application-Managed LE L2CAP Fixed Channnels supported (in addition to mandatory channels 4, 5, and 6 */
},
/* Audio/Video Distribution Configuration */
.avdt_cfg = {
.max_links =                        0,                                                          /**< Maximum Number of simultaneous Audio/Video links */
.max_seps =                         0,                                                          /**< Maximum Number of stream end points */
},
/* AVRC Configuration */
.avrc_cfg = {
.roles =                            0,                                                          /**< Local Roles supported (AVRC_CONN_INITIATOR or AVRC_CONN_ACCEPTOR) */
.max_links =                        0,                                                          /**< Maximum simultaneous Remote Control links */
},
/* LE Address Resolution Database Settings */
.addr_resolution_db_size =              10,                                                         /**< LE Address Resolution Database Size - Effective only for pre-4.2 controller */
.max_number_of_buffer_pools =           4,                                                          /**< Maximum number of buffer pools in p_btm_cfg_buf_pools and by wiced_create_pool */
.rpa_refresh_timeout =                  0,         /**< Interval of random address refreshing - secs */
};
/*******************************************************************
* wiced_bt_stack buffer pool configuration
*
* Configure buffer pools used by the stack
*
* Pools must be ordered in increasing buf_size.
* If a pools runs out of buffers, the next pool will be used.
******************************************************************/
const wiced_bt_cfg_buf_pool_t wiced_bt_cfg_buf_pools[WICED_BT_CFG_NUM_BUF_POOLS] =
{
/*  { buf_size, buf_count, }, */
{ 64,       12,        }, /* Small Buffer Pool */
{ 360,      4,         }, /* Medium Buffer Pool (used for HCI & RFCOMM control messages, min recommended size is 360) */
{ 512,      4,         }, /* Large Buffer Pool  (used for HCI ACL messages) */
{ 1024,     2,         }, /* Extra Large Buffer Pool (used for AVDT media packets and miscellaneous; if not needed, set buf_count to 0) */
};

Create GoBleThread.c

In  order for the GoBleThread to work you need:

  1. The includes for the GATT Database and the WICED bluetooth stack.
  2. External References to the GATT Database.
  3. A few function prototypes.
  4. A function called “GoBleThread_start” to startup the Bluetooth stack and get things going. This includes providing Bluetooth management and GATT event handler functions.
#include "GoBle_db.h"
#include "wiced.h"
#include "wiced_bt_ble.h"
#include "wiced_bt_gatt.h"
#include "wiced_bt_stack.h"
/*******************************************************************
* Variable Definitions
******************************************************************/
extern const wiced_bt_cfg_settings_t wiced_bt_cfg_settings;
extern const wiced_bt_cfg_buf_pool_t wiced_bt_cfg_buf_pools[WICED_BT_CFG_NUM_BUF_POOLS];
/*******************************************************************
* Function Prototypes
******************************************************************/
static wiced_bt_dev_status_t  goble_management_callback    ( wiced_bt_management_evt_t event, wiced_bt_management_evt_data_t *p_event_data );
static void                   goble_set_advertisement_data ( void );
static wiced_bt_gatt_status_t goble_event_handler          ( wiced_bt_gatt_evt_t  event, wiced_bt_gatt_event_data_t *p_event_data );
/*******************************************************************
* Function Definitions
******************************************************************/
void GoBleThread_start(void)
{
wiced_bt_stack_init(goble_management_callback, &wiced_bt_cfg_settings, wiced_bt_cfg_buf_pools);
}

Create a function to setup the advertising data.  The GoBle iOS App looks for Peripherals that are advertising the UUID of the GoBLE Service.

/* Set Advertisement Data */
void goble_set_advertisement_data( void )
{
wiced_bt_ble_advert_elem_t adv_elem[3] = { 0 };
uint8_t adv_flag = BTM_BLE_GENERAL_DISCOVERABLE_FLAG | BTM_BLE_BREDR_NOT_SUPPORTED;
uint8_t num_elem = 0; 
/* Advertisement Element for Flags */
adv_elem[num_elem].advert_type = BTM_BLE_ADVERT_TYPE_FLAG;
adv_elem[num_elem].len = sizeof(uint8_t);
adv_elem[num_elem].p_data = &adv_flag;
num_elem++;
uint8_t gobleuuid[] = {__UUID_GOBLE};
/* Advertisement Element for Name */
adv_elem[num_elem].advert_type = BTM_BLE_ADVERT_TYPE_128SRV_COMPLETE;
adv_elem[num_elem].len = 16;
adv_elem[num_elem].p_data = gobleuuid;
num_elem++;
/* Set Raw Advertisement Data */
wiced_bt_ble_set_raw_advertisement_data(num_elem, adv_elem);
}

The Bluetooth Management Event Handler needs to take actions when the stack turns on, or one of the pairing events occur.

/* Bluetooth Management Event Handler */
wiced_bt_dev_status_t goble_management_callback( wiced_bt_management_evt_t event, wiced_bt_management_evt_data_t *p_event_data )
{
wiced_bt_dev_status_t status = WICED_BT_SUCCESS;
switch (event)
{
case BTM_ENABLED_EVT:
goble_set_advertisement_data();
wiced_bt_gatt_register( goble_event_handler );
wiced_bt_gatt_db_init( gatt_database, gatt_database_len );
wiced_bt_start_advertisements(BTM_BLE_ADVERT_UNDIRECTED_HIGH, 0, NULL);
break;
case BTM_SECURITY_REQUEST_EVT:
wiced_bt_ble_security_grant(p_event_data->security_request.bd_addr, WICED_BT_SUCCESS);
break;
case BTM_PAIRING_IO_CAPABILITIES_BLE_REQUEST_EVT:
p_event_data->pairing_io_capabilities_ble_request.local_io_cap = BTM_IO_CAPABILITIES_NONE;
p_event_data->pairing_io_capabilities_ble_request.oob_data = BTM_OOB_NONE;
p_event_data->pairing_io_capabilities_ble_request.auth_req = BTM_LE_AUTH_REQ_NO_BOND;
break;
case BTM_USER_CONFIRMATION_REQUEST_EVT: // Just confirm
wiced_bt_dev_confirm_req_reply( WICED_BT_SUCCESS , p_event_data->user_confirmation_request.bd_addr);
break;
case BTM_PAIRED_DEVICE_LINK_KEYS_REQUEST_EVT:
WPRINT_APP_INFO(("Paired linke keys\n"));
status = WICED_BT_ERROR;
break;
case BTM_LOCAL_IDENTITY_KEYS_REQUEST_EVT:
case BTM_PAIRING_COMPLETE_EVT:
case BTM_ENCRYPTION_STATUS_EVT:
case BTM_BLE_ADVERT_STATE_CHANGED_EVT:
case BTM_LPM_STATE_LOW_POWER:
break;
default:
WPRINT_APP_INFO(("Unhandled Bluetooth Management Event: 0x%x (%d)\n", event, event));
break;
}
return status;
}

The GATT Event Handler is called

  1. When a connection is made or terminated
  2. When the GoBle app writes to your GATT database.  When that happens we will just printout the value that was written
/* GATT Event Handler */
wiced_bt_gatt_status_t goble_event_handler( wiced_bt_gatt_evt_t event, wiced_bt_gatt_event_data_t *p_event_data )
{
wiced_bt_gatt_status_t status = WICED_BT_GATT_ERROR;
wiced_bt_gatt_attribute_request_t *p_attr_req = NULL;
switch ( event )
{
case GATT_CONNECTION_STATUS_EVT:
if(!p_event_data->connection_status.connected)
{
WPRINT_APP_INFO(("Disconnected\n"));
wiced_bt_start_advertisements(BTM_BLE_ADVERT_UNDIRECTED_HIGH, 0, NULL);
}
else
WPRINT_APP_INFO(("Connected\n"));
break;
case GATT_ATTRIBUTE_REQUEST_EVT:
p_attr_req = &p_event_data->attribute_request;
if( p_attr_req->request_type == GATTS_REQ_TYPE_WRITE  && p_attr_req->data.handle == HDLC_GOBLE_SERIALPORTID_VALUE)
{
uint32_t numButtons = p_attr_req->data.write_req.p_val[3];
uint32_t sliderY = p_attr_req->data.write_req.p_val[5+numButtons];
uint32_t sliderX = p_attr_req->data.write_req.p_val[6+numButtons];
uint32_t buttonMask = 0x00;
for(int i=0;i<numButtons;i++)
{
buttonMask |= (1<<p_attr_req->data.write_req.p_val[5+i]);
}
WPRINT_APP_INFO(("# Buttons = %d ButtonMask=%02X Slider x=%02X Slider Y=%02X Raw=",(int)numButtons,(unsigned int)buttonMask,(unsigned int)sliderX,(unsigned int)sliderY));
for(int i=0;i<p_attr_req->data.write_req.val_len;i++)
{
WPRINT_APP_INFO(("%02X ",p_attr_req->data.write_req.p_val[i]));
}
WPRINT_APP_INFO(("\n"));
status = WICED_BT_GATT_SUCCESS;
}
break;
default:
status = WICED_BT_GATT_SUCCESS;
break;
}
return status;
}

Create GoBleThread.h

#pragma once
extern void GoBleThread_start(void);

Create GoBle.c to startup the GoBleThread

#include "GoBleThread.h"
#include "wiced.h"
/*******************************************************************
* Function Definitions
******************************************************************/
void application_start(void)
{
wiced_init();
GoBleThread_start();
}

Build, Program and Test

Mouser PSoC6-WiFi-BT L4 : The Video Game

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

In this lesson I’ll finish the video game thread by adding the graphics etc. to play the game.  In addition I’ll fix up the CapSense thread so that it is connected to the game via an RTOS queue.

There are three main things going on in this game.

  1. A state machine for the game screen (Splash, Start, Running, Over)
  2. A 20ms timer that updates the screen while the game is running (moves the Paddle and the Ball)
  3. A GUI queue where the rest of the system – CapSense,  Bluetooth and WiFi – can send Button and Paddle messages.

To implement this project I will:

  1. Setup the project and makefile by copying L3CapSenseTft
  2. Update gamethread.h to define the GUI queue messages
  3. Fix main.c to create the queue
  4. Create SystemGlobal.h to give the rest of the files access to the gui queue
  5. Updating the CapSenseThread to send GUI messages
  6. Update the includes in GameThread.c
  7. Add some #define macros to define game parameters
  8. Add a State Machine for the game & define some paddle movement methods
  9. Make forward declarations for the thread functions
  10. Create some variables to maintain game state
  11. Add display functions for the score and the speed
  12. Add functions to start and end the game
  13. Add helper functions to calculate the top and bottom of the paddle
  14. Add a function to update and draw the paddle
  15. Add a function to update and draw the ball
  16. Add a function for the game timer to call
  17. Update the main game thread

Setup the project and makefile by copying L3CapSenseTft

Use copy/paste to copy the L3CapSenseTft project to a new folder name L4Game.   Change the name of the makefile to be L4Game.mk.

Edit the makefile and change the name of the application.

NAME := App_WStudio_L4Game
$(NAME)_SOURCES := main.c \
CapSenseThread.c \
GameThread.c \
cy_tft_display.c
$(NAME)_COMPONENTS := graphics/ugui

Create a make target for this project

Update GameThread.h to Define the GUI Messages

All of the threads in the system (CapSense, Bluetooth, and WiFi) will control the paddle and the button by sending messages to an RTOS queue.  In gameThread.h we will add a definition of that message.  The message is just a structure with two values – which GUI element and what value to send.

#pragma once
#include "wiced.h"
typedef enum {
MSG_POSITION,
MSG_BUTTON0,
MSG_BUTTON1,
} game_evt_t;
typedef struct {
game_evt_t evt;
uint32_t val;
} game_msg_t;
void gameThread(wiced_thread_arg_t arg);

Fix main.c to Create the Queue

I typically believe that the RTOS primitives should be owned by the main.c.  To do this edit main.c and fix the includes.

#include "GameThread.h"
#include "wiced.h"
#include "CapSenseThread.h"
#include "SystemGlobal.h"

Then define the queue variable “paddleQueue” which I should have names “guiQueue” but it is way to late to fix it now — oh well.

/******************************************************
*               Variable Definitions
******************************************************/
wiced_thread_t blinkThreadHandle;
wiced_thread_t capSenseThreadHandle;
wiced_thread_t gameThreadHandle;
wiced_queue_t paddleQueue;

Create the queue

void application_start( )
{
wiced_init( );
wiced_rtos_init_queue(&paddleQueue,"paddleQueue",sizeof(game_msg_t),10);
wiced_rtos_create_thread(&blinkThreadHandle,7,"Blink Thread",pdlBlinkThread,500,0);
wiced_rtos_create_thread(&capSenseThreadHandle,7,"CapSense Thread",capSenseThread,1024,0);
wiced_rtos_create_thread(&gameThreadHandle,7,"game Thread",gameThread,4096,0);
}

Create SystemGlobal.h

Each of the threads in the system need to have access to the paddleQueue.  In order to do that create a file called SystemGlobal.h and extern the variable to give them that access.

#pragma once
extern wiced_queue_t paddleQueue;

Updating the CapSenseThread to send GUI messages

Remember that when we setup the CapSenseThread originally, it just printed out the values.  Let’s fix it so send messages.  So, edit CapSenseThread.c.

  1. Add a message variable (line 8)
  2. Fix the button0 and button 1 to make and send RTOS messages (lines 20/21 and 26/27)
  3. Fix the slider to send the position (lines 33-35)
#include "wiced.h"
#include "GameThread.h"
#include "SystemGlobal.h"
void capSenseThread(wiced_thread_arg_t arg)
{
game_msg_t msg;
CapSense_Start();
CapSense_ScanAllWidgets();
while(1)
{
if(!CapSense_IsBusy())
{
CapSense_ProcessAllWidgets();
if(CapSense_IsWidgetActive(CapSense_BUTTON0_WDGT_ID))
{
msg.evt = MSG_BUTTON0;
wiced_rtos_push_to_queue(&paddleQueue,&msg,0);
}
if(CapSense_IsWidgetActive(CapSense_BUTTON1_WDGT_ID))
{
msg.evt = MSG_BUTTON1;
wiced_rtos_push_to_queue(&paddleQueue,&msg,0);
}
uint32_t val = CapSense_GetCentroidPos(CapSense_LINEARSLIDER0_WDGT_ID);
if(val < 0xFFFF)
{
msg.evt = MSG_POSITION;
msg.val = val;
wiced_rtos_push_to_queue(&paddleQueue,&msg,0);
}
CapSense_ScanAllWidgets();
}
wiced_rtos_delay_milliseconds(25); // Poll every 25ms (actual scan time ~8ms)
}
}

Update the includes in GameThread.c

Now let’s fix GameThread.c.  Start by editing the includes to add a new file called “SystemGlobal.h” which contains the global variable for the GUI queue.

#include "GameThread.h"
#include "cy_tft_display.h"
#include "SystemGlobal.h"
#include "ugui.h"

Add some #define macros in GameThread.c

There are a number of constants which I use in the game.  In this section I use #define macros to define them.

#define UPDATE_SCREEN_TIME (20) // Update the screen every 20ms
#define SPEED (2)
#define SCREEN_X (320)
#define SCREEN_Y (240)
#define TOP_FIELD (21)
#define PD_WIDTH (10)
#define PD_LEN (70)
#define DOTS (3)
#define PADDLE0_COLOR (C_BLUE)
#define BALL_COLOR (C_GREEN)
#define BALL_SIZE (10)

Add a State Machine for the Game & Define Paddle Movement

Open up GameThread.c – all of the game control functions will go there.

There will be four screens in the game.  A splash screen to display Cypress and Mouser, a Ready Player 1 Screen, the actual game screen and a game over screen.

In addition the paddle can move a little bit at a time (increment) or jump directly to the position (absolute)

// States of the game
typedef enum {
GS_SPLASH,
GS_START,
GS_RUNNING,
GS_OVER
} game_state_t;
// Methods to move the paddle
typedef enum {
PADDLE_INCREMENT,
PADDLE_ABSOLUTE
} paddle_update_t;

Fix the gameState statemachine

In the splash screen I need to set the state machine to GS_SPLASH

static void displaySplashScreen()
{
gameState = GS_SPLASH;
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5,22,36,"Cypress");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*2,22,36,"Mouser");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*3,22,36,"PSoC 6");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*4,22,36,"WICED 4343");
wiced_rtos_delay_milliseconds(2000);
}

In the start screen I need to set the state machine to GS_START

// Display the Start Screen
static void  displayStartScreen()
{
gameState = GS_START;
UG_FillScreen( C_BLACK );
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2 -2 - 18 ,22,36,"Ready");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2 + 2 + 18 ,22,36,"Player 1");
displayStartButton();
}

Make Forward Declarations for Functions

You should define the functions in advance of using them

/******************************************************
*               Static Function Declarations
******************************************************/
static void UG_PutStringCenter(uint32_t x, uint32_t y, uint32_t fontx, uint32_t fonty,char *string);
static void displaySplashScreen();
static void displayStartButton();
static void  displayStartScreen();
static void displayScore();
static void displaySpeed();
static void endGame();
static inline uint32_t calcPaddleTop();
static inline uint32_t calcPaddleBottom();
static void updatePaddle(paddle_update_t type);
static void updateBall();
static void updateScreen(void *arg);

Create some variables to maintain game state

The updateScreenTimer is used while the game is running to call the updateScreen every 20ms.  The rest of the variables are self explanatory.

/******************************************************
*               Variable Definitions
******************************************************/
static UG_GUI   gui;
static wiced_timer_t updateScreenTimer;
static uint32_t gameScore;
static game_state_t gameState;
// position of the paddle
static uint32_t paddle0_desire_pos=0;
static uint32_t paddle0_cur_pos=0;
// Position, direction and speed of the ball
static uint32_t ballx,bally;
static int32_t ballXdir, ballYdir;
static uint32_t ballSpeed;

Add Display Functions for the Score & Speed

These two functions print the speed and score at the top of the screen.

// This function displays the score
static void displayScore()
{
char buff[10];
sprintf(buff,"%2X",(unsigned int)gameScore);
UG_FontSelect(&FONT_12X20);
UG_PutString( 75, 0, buff);
}
// This function displays the speed
static void displaySpeed()
{
char buff[10];
sprintf(buff,"%2X",(unsigned int)ballSpeed-1);
UG_FontSelect(&FONT_12X20);
UG_PutString( 275, 0, buff);
}

Add Function to Start the Game

When the game needs to start you:

  1. Reset the score
  2. Set the paddle position
  3. Move the ball to the middle of the paddle
  4. Set the ball to move to the right and down
  5. Clear the screen, display score and speed
  6. Start the game running
// This function initializes everything and starts a new game
static void startGame()
{
gameScore = 0;
paddle0_desire_pos = 50; // start the game with the paddle moving
paddle0_cur_pos = 0;
ballx = PD_WIDTH ;                   // start the ball on the paddle on the right of the screen
bally  = calcPaddleTop() + PD_LEN/2; // start the ball in the middle of the paddle
ballSpeed = SPEED;
ballXdir = ballSpeed;
ballYdir = ballSpeed;
UG_FillScreen( C_BLACK );  // clear screen
UG_FontSelect(&FONT_12X20);
UG_PutString( 0, 0,  "Score:");
displayScore();
UG_PutString(200,0,"Speed:");
displaySpeed();
UG_DrawLine(0,20,SCREEN_X,20,C_RED); // red line under text to represent top of play screen
gameState = GS_RUNNING;
wiced_rtos_start_timer(&updateScreenTimer); // Timer to update screen
}

Add Function to End the Game

When the game is over you should:

  1. Move the game state to over
  2. Stop the timer
  3. Display game over
  4. Display press button 0 to start
// Stop the game
static void endGame()
{
gameState = GS_OVER;
wiced_rtos_stop_timer(&updateScreenTimer);
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2,22,36,"Game Over");
displayStartButton();
}

Add Helper Functions to Calculate Paddle Top & Bottom

There are two places where you need to know the position of the Paddle.  Specifically:

  1. To draw the paddle
  2. To figure out if the ball hit the paddle or not.

These two functions calculate the pixel position of the top and bottom of the paddle based on it current position

// Figure out the y position of the top of the paddle
static inline uint32_t calcPaddleTop()
{
return (paddle0_cur_pos)*DOTS+TOP_FIELD;
}
// Figure out the y position of the bottom of the paddle
static inline uint32_t calcPaddleBottom()
{
return (paddle0_cur_pos)*DOTS+PD_LEN+TOP_FIELD;
}

Add a Function to Update & Draw the Paddle

While the game is running you need the paddle to move.  There are two methods:

  1. Absolute just moves the current position immediately to the desired position.
  2. Incremental, which moves the paddle a little bit towards the desired position.
// Move the paddle either to : PADDLE_INCREMENT the next location or PADDLE_ABSOLUTE - final location
static void updatePaddle(paddle_update_t type)
{
// If the paddle is where it is supposed to be then just return
if(paddle0_cur_pos == paddle0_desire_pos)
return;
// erase the current paddle
UG_FillFrame(0,calcPaddleTop(),PD_WIDTH,calcPaddleBottom(),C_BLACK);
switch (type)
{
case PADDLE_INCREMENT:
if(paddle0_cur_pos < paddle0_desire_pos)
paddle0_cur_pos += SPEED;
else
paddle0_cur_pos -= SPEED;
// If the paddle is within one move of the final spot, put it there
if(abs((int)paddle0_cur_pos-(int)paddle0_desire_pos) < SPEED)
paddle0_cur_pos = paddle0_desire_pos;
break;
case PADDLE_ABSOLUTE:
paddle0_cur_pos = paddle0_desire_pos;
break;
}
// draw the paddle
UG_FillFrame(0,calcPaddleTop(),PD_WIDTH,calcPaddleBottom(),PADDLE0_COLOR);
}

Add a function to update and draw the ball

You need a function to:

  1. Move the ball
  2. Figure out if it hit the right/left/top/bottom of the screen and do the right thing.

When the ball hits one of those surfaces it needs to change direction to either plus or minus.

Every time it hits the paddle the score should increase and possibly speed up.

If it misses the paddle the game is over.

// Move the ball to the next location
static void updateBall()
{
static const uint32_t BallFudgeFactor=3;
UG_DrawCircle(ballx,bally,BALL_SIZE,C_BLACK);
ballx += ballXdir;
bally += ballYdir;
// Check to see if the ball hit the far right side
if(ballx > SCREEN_X - BALL_SIZE)
{
ballx = SCREEN_X - BALL_SIZE;
ballXdir = -ballSpeed;
}
// check to see if the ball hit the far left side... or the paddle
if(ballx < (BALL_SIZE + PD_WIDTH + BallFudgeFactor))
{
// See if the ball missed the paddle
if(bally + BALL_SIZE < calcPaddleTop() || bally - BALL_SIZE > calcPaddleBottom())
{
endGame();
//WPRINT_APP_INFO(("Missed Paddle\r\n"));
}
gameScore = gameScore + 1;
displayScore();
if(gameScore % 3 == 0) // Speed up every three hits
{
ballSpeed +=1;
displaySpeed();
}
ballx = BALL_SIZE + PD_WIDTH + BallFudgeFactor;
ballXdir = +ballSpeed;
}
// Check to see if the ball hit the top or bottom
if(bally > SCREEN_Y - BALL_SIZE) // bottom
{
bally = SCREEN_Y - BALL_SIZE;
ballYdir = -ballSpeed;
}
if(bally < TOP_FIELD+BALL_SIZE) // top
{
bally = BALL_SIZE+TOP_FIELD;
ballYdir = +ballSpeed;
}
UG_DrawCircle(ballx,bally,BALL_SIZE,BALL_COLOR);
}

Create a Function for the Game Timer

An RTOS timer runs every 20ms.  That timer needs a function to move the paddle and move the ball.

// This function is called every UPADTE_SCREEN_TIME milliseconds by the updateScreenTimer
static void updateScreen(void *arg)
{
updatePaddle(PADDLE_INCREMENT);
updateBall();
}

Update the Main Game Thread

The main game thread needs to get messages out of the queue and then do the right thing based on the game state.

// Main game thread
void gameThread(wiced_thread_arg_t arg)
{
game_msg_t msg;
Cy_TFT_Init();                                             // Init the TFT
UG_Init( &gui, Cy_TFT_displayDriver, SCREEN_X, SCREEN_Y ); // Connect the driver
UG_FillScreen( C_BLACK );   // Clear the screen
UG_SetBackcolor( C_BLACK );
UG_SetForecolor( C_WHITE );
wiced_rtos_init_timer(&updateScreenTimer,UPDATE_SCREEN_TIME,updateScreen,0);
displaySplashScreen();
displayStartScreen();
while(1)
{
wiced_rtos_pop_from_queue(&paddleQueue,&msg,WICED_WAIT_FOREVER);
switch(msg.evt)
{
case MSG_POSITION:
if(gameState == GS_RUNNING)
paddle0_desire_pos = msg.val/2;
if(gameState == GS_OVER)
{
paddle0_desire_pos = msg.val/2;
updatePaddle(PADDLE_ABSOLUTE);
}
break;
case MSG_BUTTON0:
if(gameState == GS_OVER || gameState == GS_START)
startGame();
break;
case MSG_BUTTON1:
break;
}
}
}

Program and Test

Now that it is all done… program and test it.

GameThread.c

Here is the whole thread is here so you can copy/paste it into your file.

#include "GameThread.h"
#include "cy_tft_display.h"
#include "SystemGlobal.h"
#include "ugui.h"
/******************************************************
*                      Macros
******************************************************/
#define UPDATE_SCREEN_TIME (20) // Update the screen every 20ms
#define SPEED (2)
#define SCREEN_X (320)
#define SCREEN_Y (240)
#define TOP_FIELD (21)
#define PD_WIDTH (10)
#define PD_LEN (70)
#define DOTS (3)
#define PADDLE0_COLOR (C_BLUE)
#define BALL_COLOR (C_GREEN)
#define BALL_SIZE (10)
/******************************************************
*                    Constants
******************************************************/
/******************************************************
*                   Enumerations
******************************************************/
/******************************************************
*                 Type Definitions
******************************************************/
// States of the game
typedef enum {
GS_SPLASH,
GS_START,
GS_RUNNING,
GS_OVER
} game_state_t;
// Methods to move the paddle
typedef enum {
PADDLE_INCREMENT,
PADDLE_ABSOLUTE
} paddle_update_t;
/******************************************************
*                    Structures
******************************************************/
/******************************************************
*               Static Function Declarations
******************************************************/
static void UG_PutStringCenter(uint32_t x, uint32_t y, uint32_t fontx, uint32_t fonty,char *string);
static void displaySplashScreen();
static void displayStartButton();
static void  displayStartScreen();
static void displayScore();
static void displaySpeed();
static void endGame();
static inline uint32_t calcPaddleTop();
static inline uint32_t calcPaddleBottom();
static void updatePaddle(paddle_update_t type);
static void updateBall();
static void updateScreen(void *arg);
/******************************************************
*               Variable Definitions
******************************************************/
static UG_GUI   gui;
static wiced_timer_t updateScreenTimer;
static uint32_t gameScore;
static game_state_t gameState;
// position of the paddle
static uint32_t paddle0_desire_pos=0;
static uint32_t paddle0_cur_pos=0;
// Position, direction and speed of the ball
static uint32_t ballx,bally;
static int32_t ballXdir, ballYdir;
static uint32_t ballSpeed;
/******************************************************
*               Functions
******************************************************/
// ARH Function to put text in the center of a point (UG_PutString does upper left)
static void UG_PutStringCenter(uint32_t x, uint32_t y, uint32_t fontx, uint32_t fonty,char *string)
{
y = y - fonty/2;
x = x - (strlen(string)/2)*fontx;
if(strlen(string)%2)
x = x - fontx/2;
UG_PutString(x,y,string);
}
// Display the splash screen
static void displaySplashScreen()
{
gameState = GS_SPLASH;
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5,22,36,"Cypress");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*2,22,36,"Mouser");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*3,22,36,"PSoC 6");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*4,22,36,"WICED 4343");
wiced_rtos_delay_milliseconds(2000);
}
// This function displays the start button message
static void displayStartButton()
{
UG_FontSelect(&FONT_12X20);
UG_PutStringCenter(SCREEN_X/2 , SCREEN_Y - 30 ,12,22,  "Press B0 To Start");
}
// Display the Start Screen
static void  displayStartScreen()
{
gameState = GS_START;
UG_FillScreen( C_BLACK );
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2 -2 - 18 ,22,36,"Ready");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2 + 2 + 18 ,22,36,"Player 1");
displayStartButton();
}
// This function displays the score
static void displayScore()
{
char buff[10];
sprintf(buff,"%2X",(unsigned int)gameScore);
UG_FontSelect(&FONT_12X20);
UG_PutString( 75, 0, buff);
}
// This function displays the speed
static void displaySpeed()
{
char buff[10];
sprintf(buff,"%2X",(unsigned int)ballSpeed-1);
UG_FontSelect(&FONT_12X20);
UG_PutString( 275, 0, buff);
}
// This function initializes everything and starts a new game
static void startGame()
{
gameScore = 0;
paddle0_desire_pos = 50; // start the game with the paddle moving
paddle0_cur_pos = 0;
ballx = PD_WIDTH ;                   // start the ball on the paddle on the right of the screen
bally  = calcPaddleTop() + PD_LEN/2; // start the ball in the middle of the paddle
ballSpeed = SPEED;
ballXdir = ballSpeed;
ballYdir = ballSpeed;
UG_FillScreen( C_BLACK );  // clear screen
UG_FontSelect(&FONT_12X20);
UG_PutString( 0, 0,  "Score:");
displayScore();
UG_PutString(200,0,"Speed:");
displaySpeed();
UG_DrawLine(0,20,SCREEN_X,20,C_RED); // red line under text to represent top of play screen
gameState = GS_RUNNING;
wiced_rtos_start_timer(&updateScreenTimer); // Timer to update screen
}
// Stop the game
static void endGame()
{
gameState = GS_OVER;
wiced_rtos_stop_timer(&updateScreenTimer);
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2,22,36,"Game Over");
displayStartButton();
}
// Figure out the y position of the top of the paddle
static inline uint32_t calcPaddleTop()
{
return (paddle0_cur_pos)*DOTS+TOP_FIELD;
}
// Figure out the y position of the bottom of the paddle
static inline uint32_t calcPaddleBottom()
{
return (paddle0_cur_pos)*DOTS+PD_LEN+TOP_FIELD;
}
// Move the paddle either to : PADDLE_INCREMENT the next location or PADDLE_ABSOLUTE - final location
static void updatePaddle(paddle_update_t type)
{
// If the paddle is where it is supposed to be then just return
if(paddle0_cur_pos == paddle0_desire_pos)
return;
// erase the current paddle
UG_FillFrame(0,calcPaddleTop(),PD_WIDTH,calcPaddleBottom(),C_BLACK);
switch (type)
{
case PADDLE_INCREMENT:
if(paddle0_cur_pos < paddle0_desire_pos)
paddle0_cur_pos += SPEED;
else
paddle0_cur_pos -= SPEED;
// If the paddle is within one move of the final spot, put it there
if(abs((int)paddle0_cur_pos-(int)paddle0_desire_pos) < SPEED)
paddle0_cur_pos = paddle0_desire_pos;
break;
case PADDLE_ABSOLUTE:
paddle0_cur_pos = paddle0_desire_pos;
break;
}
// draw the paddle
UG_FillFrame(0,calcPaddleTop(),PD_WIDTH,calcPaddleBottom(),PADDLE0_COLOR);
}
// Move the ball to the next location
static void updateBall()
{
static const uint32_t BallFudgeFactor=3;
UG_DrawCircle(ballx,bally,BALL_SIZE,C_BLACK);
ballx += ballXdir;
bally += ballYdir;
// Check to see if the ball hit the far right side
if(ballx > SCREEN_X - BALL_SIZE)
{
ballx = SCREEN_X - BALL_SIZE;
ballXdir = -ballSpeed;
}
// check to see if the ball hit the far left side... or the paddle
if(ballx < (BALL_SIZE + PD_WIDTH + BallFudgeFactor))
{
// See if the ball missed the paddle
if(bally + BALL_SIZE < calcPaddleTop() || bally - BALL_SIZE > calcPaddleBottom())
{
endGame();
//WPRINT_APP_INFO(("Missed Paddle\r\n"));
}
gameScore = gameScore + 1;
displayScore();
if(gameScore % 3 == 0) // Speed up every three hits
{
ballSpeed +=1;
displaySpeed();
}
ballx = BALL_SIZE + PD_WIDTH + BallFudgeFactor;
ballXdir = +ballSpeed;
}
// Check to see if the ball hit the top or bottom
if(bally > SCREEN_Y - BALL_SIZE) // bottom
{
bally = SCREEN_Y - BALL_SIZE;
ballYdir = -ballSpeed;
}
if(bally < TOP_FIELD+BALL_SIZE) // top
{
bally = BALL_SIZE+TOP_FIELD;
ballYdir = +ballSpeed;
}
UG_DrawCircle(ballx,bally,BALL_SIZE,BALL_COLOR);
}
// This function is called every UPADTE_SCREEN_TIME milliseconds by the updateScreenTimer
static void updateScreen(void *arg)
{
updatePaddle(PADDLE_INCREMENT);
updateBall();
}
// Main game thread
void gameThread(wiced_thread_arg_t arg)
{
game_msg_t msg;
Cy_TFT_Init();                                             // Init the TFT
UG_Init( &gui, Cy_TFT_displayDriver, SCREEN_X, SCREEN_Y ); // Connect the driver
UG_FillScreen( C_BLACK );   // Clear the screen
UG_SetBackcolor( C_BLACK );
UG_SetForecolor( C_WHITE );
wiced_rtos_init_timer(&updateScreenTimer,UPDATE_SCREEN_TIME,updateScreen,0);
displaySplashScreen();
displayStartScreen();
while(1)
{
wiced_rtos_pop_from_queue(&paddleQueue,&msg,WICED_WAIT_FOREVER);
switch(msg.evt)
{
case MSG_POSITION:
if(gameState == GS_RUNNING)
paddle0_desire_pos = msg.val/2;
if(gameState == GS_OVER)
{
paddle0_desire_pos = msg.val/2;
updatePaddle(PADDLE_ABSOLUTE);
}
break;
case MSG_BUTTON0:
if(gameState == GS_OVER || gameState == GS_START)
startGame();
break;
case MSG_BUTTON1:
break;
}
}
}

 

Mouser PSoC 6-WiFi-BT L3: Using the CY8CKIT-028-TFT Shield

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

In this lesson we will start making the game.  The first thing that it will need is a display and we will use the CY8CKIT-028-TFT.  In order to talk to the display we will use a library built into WICED called ugui.  That library needs a driver configuration which we will copy of out the code example we provide.  Finally we will start building a thread called the “GameThread” which will actually make up the game.

  1. Download CE222494_PSoC6_WICED_WiFi
  2. Copy the L2CapSense into L3CapSenseTft
  3. Copy cy_tft_display.c/h into the project
  4. Make a file GameThread.h
  5. Make a file GameThread.c
  6. Rename L2CapSense.mk to be L3CapSenseTft.mk & Fix
  7. Update main.c
  8. Test

Download CE222494_PSoC6_WICED_WiFi

If you click on the CY8CKIT-062-WiFi-BT webpage you will find that there are a bunch of files which are associated with the development kit, including CY8CKIT-062-WiFi-BT PSoC® 6 WiFi-BT Pioneer Kit Code Examples.zip.

Download that folder, then copy the directory into your WICED Studio Apps/WStudio folder.

Once you do that it should look like this:

Copy L3CapSense into L3CapSenseTft

Now copy/paste the L2CapSense project into a new project called L3CapSenseTft

Copy cy_tft_display.c/h into the project

Open up the CE222494 code example directory and copy the two files cy_tft_display.c andcy_tft_display.c which are drivers for the ugui library and then paste them into your new project L3CapSenseTft.

Make a file GameThread.h

Create a new file called GamThread.h and a definition of the GameThread which will be used by the main.c to get the game thread going.

#pragma once
#include "wiced.h"
void gameThread(wiced_thread_arg_t arg);

Make a file GameThread.c

Now create a file called GameThread.c it will have 5 functions.  Here is the whole file to make it simpler to copy and paste, but Ill explain each function one by one

#include "GameThread.h"
#include "cy_tft_display.h"
#define SCREEN_X (320)
#define SCREEN_Y (240)
static UG_GUI   gui;
// ARH Function to put text in the center of a point (UG_PutString does upper left)
static void UG_PutStringCenter(uint32_t x, uint32_t y, uint32_t fontx, uint32_t fonty,char *string)
{
y = y - fonty/2;
x = x - (strlen(string)/2)*fontx;
if(strlen(string)%2)
x = x - fontx/2;
UG_PutString(x,y,string);
}
// Display the splash screen
static void displaySplashScreen()
{
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5,22,36,"Cypress");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*2,22,36,"Mouser");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*3,22,36,"PSoC 6");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*4,22,36,"WICED 4343");
wiced_rtos_delay_milliseconds(2000);
}
// This function displays the start button message
static void displayStartButton()
{
UG_FontSelect(&FONT_12X20);
UG_PutStringCenter(SCREEN_X/2 , SCREEN_Y - 30 ,12,22,  "Press B0 To Start");
}
// Display the Start Screen
static void  displayStartScreen()
{
UG_FillScreen( C_BLACK );
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2 -2 - 18 ,22,36,"Ready");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2 + 2 + 18 ,22,36,"Player 1");
displayStartButton();
}
// Main game thread
void gameThread(wiced_thread_arg_t arg)
{
Cy_TFT_Init();                                             // Init the TFT
UG_Init( &gui, Cy_TFT_displayDriver, SCREEN_X, SCREEN_Y ); // Connect the driver
UG_FillScreen( C_BLACK );   // Clear the screen
UG_SetBackcolor( C_BLACK );
UG_SetForecolor( C_WHITE );
displaySplashScreen();
displayStartScreen();
while(1)
{
wiced_rtos_delay_milliseconds(1000);
}
}

The main game thread function is: void gameThread(wiced_thread_arg_t arg).  This function

  1. Initializes the TFT
  2. Initializes the UGUI library
  3. Clears the screen (by setting it all black)
  4. Sets the colors to draw white on black
  5. Displays the splash screen (which takes 2 seconds)
  6. Displays the start screen
  7. Waits until the end of time
// Main game thread
void gameThread(wiced_thread_arg_t arg)
{
Cy_TFT_Init();                                             // Init the TFT
UG_Init( &gui, Cy_TFT_displayDriver, SCREEN_X, SCREEN_Y ); // Connect the driver
UG_FillScreen( C_BLACK );   // Clear the screen
UG_SetBackcolor( C_BLACK );
UG_SetForecolor( C_WHITE );
displaySplashScreen();
displayStartScreen();
while(1)
{
wiced_rtos_delay_milliseconds(1000);
}
}

The function displaySplashScreen simply sets the font, then draws 4 text strings, then waits for a few seconds… then moves on

// Display the splash screen
static void displaySplashScreen()
{
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5,22,36,"Cypress");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*2,22,36,"Mouser");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*3,22,36,"PSoC 6");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/5*4,22,36,"WICED 4343");
wiced_rtos_delay_milliseconds(2000);
}

The displayStartScreen put the “Ready Player 1 on the screen” and then tells the user to press the B0 to start the game.

// This function displays the start button message
static void displayStartButton()
{
UG_FontSelect(&FONT_12X20);
UG_PutStringCenter(SCREEN_X/2 , SCREEN_Y - 30 ,12,22,  "Press B0 To Start");
}
// Display the Start Screen
static void  displayStartScreen()
{
UG_FillScreen( C_BLACK );
UG_FontSelect( &FONT_22X36 );
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2 -2 - 18 ,22,36,"Ready");
UG_PutStringCenter(SCREEN_X/2,SCREEN_Y/2 + 2 + 18 ,22,36,"Player 1");
displayStartButton();
}

The U8G_PutString function uses coordinates x and y to set the upper left of the text.  For formatting purposes it is easier for me to think about the middle of the string.  This function just calculates the upper left (x,y) given the middle center (x,y).  To do this you need to also know the (x,y) size of the font.

static void UG_PutStringCenter(uint32_t x, uint32_t y, uint32_t fontx, uint32_t fonty,char *string)

// ARH Function to put text in the center of a point (UG_PutString does upper left)
static void UG_PutStringCenter(uint32_t x, uint32_t y, uint32_t fontx, uint32_t fonty,char *string)
{
y = y - fonty/2;
x = x - (strlen(string)/2)*fontx;
if(strlen(string)%2)
x = x - fontx/2;
UG_PutString(x,y,string);
}

Rename L2CapSense.mk to be L3CapSenseTft.mk & Fix

To make this build we need to modify the makefile to know about the new thread as well as the tft driver.  In addition we need to tell the linker to link with the graphics library.

NAME := App_WStudio_L3CapSenseTft
$(NAME)_SOURCES := 	main.c \
CapSenseThread.c \
GameThread.c \
cy_tft_display.c
$(NAME)_COMPONENTS := graphics/ugui

Update main.c

In main.c I will:

  1. Include the GameThread.h
  2. Add a variable to hold the gameThreadHandle
  3. Then start the gameThread
#include "wiced.h"
#include "CapSenseThread.h"
#include "GameThread.h"
/******************************************************
*                      Macros
******************************************************/
/******************************************************
*                    Constants
******************************************************/
/******************************************************
*                   Enumerations
******************************************************/
/******************************************************
*                 Type Definitions
******************************************************/
/******************************************************
*                    Structures
******************************************************/
/******************************************************
*               Static Function Declarations
******************************************************/
/******************************************************
*               Variable Definitions
******************************************************/
wiced_thread_t blinkThreadHandle;
wiced_thread_t capSenseThreadHandle;
wiced_thread_t gameThreadHandle;
/******************************************************
*               Function Definitions
******************************************************/
void pdlBlinkThread(wiced_thread_arg_t arg)
{
while(1)
{
Cy_GPIO_Inv(GPIO_PRT0,3);
wiced_rtos_delay_milliseconds(500);
}
}
void application_start( )
{
wiced_init();
WPRINT_APP_INFO(("Started Application\n"));
wiced_rtos_create_thread(&blinkThreadHandle,7,"Blink Thread",pdlBlinkThread,500,0);
wiced_rtos_create_thread(&capSenseThreadHandle,7,"CapSense Thread",capSenseThread,1024,0);
wiced_rtos_create_thread(&gameThreadHandle,7,"game Thread",gameThread,4096,0);
}

Test

Now it is ready to test.  So create a Make Target, then Build and Program.  Hopefully you are now Ready Player 1.

 

Mouser PSoC 6-WiFi-BT L2 : WICED Studio & CapSense

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

In this lesson we will build your first WICED Studio project (the blinking LED)  and make sure that you can program the development kit.  Then we will update the project to include a thread for managing the CapSense block.  This thread will be carried into the other projects.

To implement this lesson I will follow these steps:

  1. Start WICED Studio 6.2
  2. Select 43xxx
  3. Create a folder called L2CapSense
  4. Create main.c and build a blinking LED thread
  5. Create L2CapSense.mk
  6. Create a make target
  7. Build Program and test it
  8. Create CapSenseThread.c
  9. Create CapSenseThread.h
  10. Update main.c
  11. Update the makefile
  12. Build Program and Test

Create the L2CapSense Folder

Create main.c

Right click on the folder and create a new file.  Name it L2CapSense

Insert the blinking LED code into main.c

#include "wiced.h"
/******************************************************
*                      Macros
******************************************************/
/******************************************************
*                    Constants
******************************************************/
/******************************************************
*                   Enumerations
******************************************************/
/******************************************************
*                 Type Definitions
******************************************************/
/******************************************************
*                    Structures
******************************************************/
/******************************************************
*               Static Function Declarations
******************************************************/
/******************************************************
*               Variable Definitions
******************************************************/
wiced_thread_t blinkThreadHandle;
/******************************************************
*               Function Definitions
******************************************************/
void pdlBlinkThread(wiced_thread_arg_t arg)
{
while(1)
{
Cy_GPIO_Inv(GPIO_PRT0,3);
wiced_rtos_delay_milliseconds(500);
}
}
void application_start( )
{
WPRINT_APP_INFO(("Started Application\n"));
wiced_rtos_create_thread(&blinkThreadHandle,7,"Blink Thread",pdlBlinkThread,500,0);
}

Create L2CapSense.mk

Create a makefile called L2CapSense.mk

Put the build information into the L2CapSense.mk

NAME := App_WStudio_L2CapSense
$(NAME)_SOURCES := 	main.c

Create a Make Target to run the project

Build and Test the Blinking LED

Create/Edit a File called CapSenseThread.c

#include "wiced.h"
void capSenseThread(wiced_thread_arg_t arg)
{
CapSense_Start();
CapSense_ScanAllWidgets();
while(1)
{
if(!CapSense_IsBusy())
{
CapSense_ProcessAllWidgets();
if(CapSense_IsWidgetActive(CapSense_BUTTON0_WDGT_ID))
{
WPRINT_APP_INFO(("Button 0 Active\n"));
}
if(CapSense_IsWidgetActive(CapSense_BUTTON1_WDGT_ID))
{
WPRINT_APP_INFO(("Button 1 Active\n"));
}
uint32_t val = CapSense_GetCentroidPos(CapSense_LINEARSLIDER0_WDGT_ID);
if(val < 0xFFFF)
{
WPRINT_APP_INFO(("Slider = %d\n",(int)val));
}
CapSense_ScanAllWidgets();
}
wiced_rtos_delay_milliseconds(25); // Poll every 25ms (actual scan time ~8ms)
}
}

Create/Edit a File Called CapSenseThread.h

#pragma once
#include "wiced.h"
void capSenseThread(wiced_thread_arg_t arg);

Update main.c

#include "wiced.h"
#include "CapSenseThread.h"

Add a variable to hold the handle for the capSenseThread at the top of main.c

wiced_thread_t capSenseThreadHandle;

Update the main function to start the CapSenseThread

void application_start( )
{
WPRINT_APP_INFO(("Started Application\n"));
wiced_rtos_create_thread(&blinkThreadHandle,7,"Blink Thread",pdlBlinkThread,500,0);
wiced_rtos_create_thread(&capSenseThreadHandle,7,"CapSense Thread",capSenseThread,1024,0);
}

Update the L2CapsenseThread.mk

NAME := App_WStudio_L2CapSense
$(NAME)_SOURCES := 	main.c \
CapSenseThread.c

Build, Program and Test the CapSenseThread

 

 

Mouser PSoC 6-WiFi-BT L1 : Developer Resources

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

This is an index of links to all of the PSoC 6 & CYW4343W learning resources.  You can click the links to go the website or see screen captures of the resources.

  1. PSoC 6 Product Page
  2. WiFi + Bluetooth Combo Product Page
  3. PSoC 6 Documentation
  4. PSoC 6 Community
  5. Wireless Combo Community
  6. CY8CKIT-062-BT-WiFi Development Kit Product Page
  7. CY8CKIT-062-BT-WiFi Development Kit Guide
  8. PSoC 6 Datasheet
  9. CYW4343W Datasheet
  10. PSoC 6 Technical Reference Manuals
  11. PSoC 6 Application Notes
  12. WiFi + Bluetooth Combo Application Notes
  13. PSoC 6 Code Examples
  14. Video Tutorials
  15. PSoC 6 Knowledge Base
  16. Peripheral Driver Library Documentation (Doxygen)
  17. WICED Documentation

PSoC 6 Product Page

You can find the PSoC 6 Product landing page for PSoC 6 here

WiFi + Bluetooth Combo Page

PSoC 6 Documentation

On the PSoC 6 Product Landing page there is a documentation tab that has links to all of the current documentation.

PSoC 6 Community

Cypress has an active development community and forum.  It can be found here.

Wireless WiFi + Bluetooth Combo Community

CY8CKIT-062-WiFi-BT Development Kit Web Page

Every Cypress development kit has a web page that contains all of the information about it, including links to the documentation and store.  The CY8CKIT-062-WiFi-BT kit page is here.

CY8CKIT-062-WiFi-BT Development Kit Guide

You can find the development kit guide here.

 

PSoC 6 Datasheet

The PSoC 6 Datasheet is available on Cypress.com here.

 

CYW4343W Datasheet

The CYW4343W datasheet can be found here.

PSoC 6 Technical Reference Manual

Each of the PSoC 6 devices has a lengthy discussion of the Technical Resources.  These documents can be found here

PSoC 6 Application Notes

You can get them all on our website… here is a link to the filtered list of PSoC 6 Application Notes.

The best application note is always the “Getting Started”.  In this case it is AN210781 “Getting Started with PSoC 6 MCU with Bluetooth Low Energy (BLE) Connectivity”

WiFi + Bluetooth Combo Application Notes

Here is a link to all of the WiFI Bluetooth Combo Application Notes.

PSoC 6 Code Examples

You can find all of the PSoC 6 code examples on the web.  In addition they are built into PSoC Creator.

Or in PSoC Creator:

Videos

Cypress has made a bunch of videos that take you step by step through an introduction to PSoC 6.  You can find them on the Cypress training website.

PSoC 6 Knowledge Base

The Cypress technical support team writes “Knowledge Base” articles when there are repeated issues reported by customers.  You can find them here.

Peripheral Driver Library Documentation (Doxygen)

All of the APIs in the PDL are documented in a Doxygen generated HTML document.  You can get there from

  • Help -> Peripheral Driver Library (this link is live only when you have a PSoC 6 project open)
  • Right click on a component -> Open PDL Documentation

Mouser PSoC 6-WiFi-BT L0 : Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

Summary

Hello everyone.  This is lesson 0 of a series of 9 lessons about creating applications for the Cypress CY8CKIT-062-WiFi-BLE development kit.  The marketing guys call the class “Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth” … which although a really long name, is a good description of what we are going to do.

What I will do today is take you lesson by lesson through the class and talk about how it all works and what you need to do.  When I built the class it was absolutely my goal to have every button click and line of code described.  That being said,  it is likely that I made some errors.  So, during the class you will be able to send messages to my team who will answer the questions, or ask me and Ill answer live.  If you missed the class, that’s OK, you will be able to watch it on replay.  In addition if you have a question after the live stream is over, leave a comment here and Ill answer.

I will attempt to go slowly enough for you to follow along, but if I go to fast, don’t worry you should be able to follow along with the instructions on this website.

Todays virtual workshop is going to go like this.  Every lesson will have this table in it and you will be able to click to the right place.

Designing low-power, cloud-connected IoT devices with PSoC® 6 MCU’s and WICED® Wi-Fi/Bluetooth

You will need a few things for this class:

  • CY8CKIT-062-WiFi-BT
  • WICED Studio 6.2
  • CySmart or LightBlue a BLE
  • GoBle an iOS Remote Control App
  • An Amazon AWS IoT Account
  • A WiFi Access Point connected to the Internet

CY8CKIT-062-WiFi-BT

All of the projects in this series of lesson will be built to be programmed onto a CY8CKIT-062-WiFi-BT.  You can get the development kit from Mouser.  This development kit has a bunch of cool stuff including

  • PSoC 6 – The lowest power, most secure MCU for the IoT
  • CYW4343W – A WICED WiFi Bluetooth Combo Radio
  • S25FL512SAGMFI011 – A Cypress 512Mb Quad SPI Flash
  • CCG2 – A Cypress Type C Controller to manage Power

The CY8CKIT-028-TFT a full color 320×240 TFT display with an ST7789S display controller.

Here is the whole thing together

WICED Studio 6.2

This class is build around WICED Studio 6.2, the Cypress IDE built on top of Eclipse.  WICED Studio has all of the tools, examples and SDKs to build projects for the Cypress WICED Bluetooth and WiFi products.  We support Windows, Mac and Linux and you can download it from our community website: https://community.cypress.com/community/wireless (which I hope you have done by now)

CySmart or LightBlue a BLE

CySmart is a BLE GATT Browser which you can get from the iOS App store or the Google Play store

 

 

GoBle an iOS Remote Control App

GoBle is a Robot Remote Control App which can be downloaded from the iOS App Store.

An Amazon AWS IoT Account

In order to connect Amazon AWS IoT you will need to create an Amazon AWS Account.  It is essentially free to test you simple applications (obviously there are fees if you deploy many devices)

 

Mouser Video Training Workshop – October 24

On October 24, I will be teaching a Mouser video training workshop … live streaming on the internet.  The workshop will be about PSoC, WICED, WiFi and Bluetooth.  I am going to show PSoC Creator, WICED Studio and Cypress’s new development tool Modus Toolbox.

You can register for the workshop at this link.

I am going to build the whole class around the CY8CKIT-062-BLE-WiFi Development Kit.  You can get the devlopment kit from Mouser.

Here is the introduction:

 

 

RS Components – The Inspiration

Earlier this year RS Components came to Kentucky to make some videos with Cypress (and me).  They have had a really cool impact.  This one has more than 1.1 million views.  How is that possible?  RS Components is a great parter.

Thanks,

Alan

Lesson 9 – WICED Bluetooth: Classic Serial Port

WICED Bluetooth Using the CYW20719

# Title Comment
0 A Two Hour WICED Bluetooth Class WICED Bluetooth Using the CYW20719 in all its glory
1 Resources Links to all of the Cypress WICED information including videos, application notes etc.
2 Your First Project Making Hello World & the Blinky LED
3 The Super Mux Tool Learning about platforms and the Super Mux Tool
4 Snips Using the example projects to learn Bluetooth
5 Bluetooth Designer Using the tool to customize a project and get going fast
6 The CCCD & Notification Writing back to the Central
7 Advertising  Beacon Building a beacon project to advertise your custom information 
8 Scanner Viewing the world around you
9 Bluetooth Classic SPP Using the Serial Port Profile to Transmit Lots of Data

Source code: 

  • git@github.com:iotexpert/wiced_bt_intro.git
  • https://github.com/iotexpert/wiced_bt_intro

 

Summary

In all of the previous examples I have been using Bluetooth Low Energy.  One of the great benefits of the Cypress CYW20719 is that it is a Combo Radio.  Combo means that it can use both Bluetooth Low Energy as well as Bluetooth Classic.  I am late to the Bluetooth game but as best I can tell Bluetooth Classic and Bluetooth Low Energy are exactly the same … except everything is different.  When Bluetooth was originally conceived, one of the principal functions was to act as “serial port wire cutter”.  Everywhere you looked there were devices that used a serial port wire, e.g. mice, printers, keyboards etc.

For this lesson we are going to dip back into the snip directory to get a Bluetooth Classic program to start with.  The program snip.bt.spp implements the Serial Port Profile (SPP).  The SPP is emulates a classic serial port.  It has all of the uart wires that we know and love including rx,tx,cts etc.  What this allows you to do is open up a high speed (much faster than BLE) connection.

To implement this lesson I will perform the following steps

  1. Make a new folder in the wiced_bt_class folder
  2. Copy the files from apps/snip/bt/spp into my new folder
  3. Create a make target and program it
  4. Make a connection using a Bluetooth serial port on my Mac
  5. Look at where the pin is set
  6. Examine the spp setup code
  7. Modify it to print out all the data sent to the SPP

Implement the SPP

 

Set the folder name to “spp”

Copy and past the files from the folder apps.snip.bt.spp


And paste them into your new spp folder

Create a make target for your spp project

Program the board with your project

Now tell the computer to open a classic connection by running file->open bluetooth

Select the “spp test”

Now press some keys on the new terminal window… and look at the output window of the “spp test”

Type in the pin code which is 0000.

But, how did I know the pin code?  Look at the source code.

uint8_t pincode[4] = { 0x30, 0x30, 0x30, 0x30 };

Now, when you press keys on the “Bluetooth serial terminal” you will see a not very helpful message on the CYW920719Q40EVB-01 terminal window.

I think that it would be better to print out the characters that the person types.  So lets figure out how this works.  In the application init function on line 251 there is a call to wiced_bt_spp_startup

void application_init(void)
{
wiced_bt_gatt_status_t gatt_status;
wiced_result_t         result;
#if SEND_DATA_ON_INTERRUPT
/* Configure the button available on the platform */
wiced_platform_register_button_callback( WICED_PLATFORM_BUTTON_1, app_interrupt_handler, NULL, WICED_PLATFORM_BUTTON_RISING_EDGE);
// init timer that we will use for the rx data flow control.
wiced_init_timer(&app_tx_timer, app_tx_ack_timeout, 0, WICED_MILLI_SECONDS_TIMER);
#endif
app_write_eir();
// Initialize SPP library
wiced_bt_spp_startup(&spp_reg);

That function takes a pointer to a structure with a bunch of interesting things in it.  Notice that there is a function called “spp_rx_data_callback” that is called every time that data come in from the SPP.

wiced_bt_spp_reg_t spp_reg =
{
SPP_RFCOMM_SCN,                     /* RFCOMM service channel number for SPP connection */
MAX_TX_BUFFER,                      /* RFCOMM MTU for SPP connection */
spp_connection_up_callback,         /* SPP connection established */
NULL,                               /* SPP connection establishment failed, not used because this app never initiates connection */
NULL,                               /* SPP service not found, not used because this app never initiates connection */
spp_connection_down_callback,       /* SPP connection disconnected */
spp_rx_data_callback,               /* Data packet received */
};

Now look at the function spp_rx_data_callback.  All it does is print out a message saying how much data and the hex value of the data.

wiced_bool_t spp_rx_data_callback(uint16_t handle, uint8_t* p_data, uint32_t data_len)
{
int i;
//    wiced_bt_buffer_statistics_t buffer_stats[4];
//    wiced_bt_get_buffer_usage (buffer_stats, sizeof(buffer_stats));
//    WICED_BT_TRACE("0:%d/%d 1:%d/%d 2:%d/%d 3:%d/%d\n", buffer_stats[0].current_allocated_count, buffer_stats[0].max_allocated_count,
//                   buffer_stats[1].current_allocated_count, buffer_stats[1].max_allocated_count,
//                   buffer_stats[2].current_allocated_count, buffer_stats[2].max_allocated_count,
//                   buffer_stats[3].current_allocated_count, buffer_stats[3].max_allocated_count);
//    wiced_result_t wiced_bt_get_buffer_usage (&buffer_stats, sizeof(buffer_stats));
WICED_BT_TRACE("%s handle:%d len:%d %02x-%02x\n", __FUNCTION__, handle, data_len, p_data[0], p_data[data_len - 1]);
#if LOOPBACK_DATA
wiced_bt_spp_send_session_data(handle, p_data, data_len);
#endif
return WICED_TRUE;
}

So,  How about instead of that message we just print out the data.

    //WICED_BT_TRACE("%s handle:%d len:%d %02x-%02x\n", __FUNCTION__, handle, data_len, p_data[0], p_data[data_len - 1]);
for(int i=0;i<data_len;i++)
WICED_BT_TRACE("%c",p_data[i]);

Now when I run the project and type I see the characters that I type coming out on the serial port.

Lesson 8 – WICED Bluetooth: The Advertising Scanner

WICED Bluetooth Using the CYW20719

# Title Comment
0 A Two Hour WICED Bluetooth Class WICED Bluetooth Using the CYW20719 in all its glory
1 Resources Links to all of the Cypress WICED information including videos, application notes etc.
2 Your First Project Making Hello World & the Blinky LED
3 The Super Mux Tool Learning about platforms and the Super Mux Tool
4 Snips Using the example projects to learn Bluetooth
5 Bluetooth Designer Using the tool to customize a project and get going fast
6 The CCCD & Notification Writing back to the Central
7 Advertising  Beacon Building a beacon project to advertise your custom information 
8 Scanner Viewing the world around you
9 Bluetooth Classic SPP Using the Serial Port Profile to Transmit Lots of Data

Source code: 

  • git@github.com:iotexpert/wiced_bt_intro.git
  • https://github.com/iotexpert/wiced_bt_intro

 

Summary

In the last lesson I showed you how to build a BLE Advertising Beacon.  In that lesson I used a program called the “AdvScanner” which ran on a CYW920719Q40EVB-01 and acted like a Bluetooth Sniffer.  In this lesson I’ll show you how to build a simpler version of that program to look for the L7_Advertiser we built in the last lesson.

The important concepts in this lesson are:

  1. BLE Scanning
  2. Parsing Advertising Packets

I am going to build a project that Scans for BLE Advertisers.  Then, I’ll add the ability to print out the advertising packet.  And finally, I will add filtering capability to only look for advertisers who are using the Cypress Manufacturers code.

The steps that we will follow are:

  1. Make a new project with WICED Bluetooth Designer called L8_Scanner
  2. Turn off the GATT Database
  3. Move it into your project folder
  4. Fix the WICED_BT_TRACE to use the PUART
  5. Create a make target and build it
  6. Add a new function that prints out Advertising Packets
  7. Update the l8_scanner_app_init function to remove Advertising
  8. Update the wiced_bt_config to never stop scanning
  9. Program the development kit and see what happens
  10. Update the newAdv function to print out the raw data in the advertising packet
  11. Program again and see all of the chaos
  12. Put a filter for the Advertisers using the Cypress MFG Code
  13. Program

Implement the Project

Create a new project called L8_Scanner using the Bluetooth Designer

Turn off the GATT Database and then press Generate Code

Move the project into the wiced_bt_class folder

Update the WICED_BT_TRACE to send output to the PUART

#if ((defined WICED_BT_TRACE_ENABLE) || (defined HCI_TRACE_OVER_TRANSPORT))
/* Set the Debug UART as WICED_ROUTE_DEBUG_NONE to get rid of prints */
//  wiced_set_debug_uart( WICED_ROUTE_DEBUG_NONE );
/* Set Debug UART as WICED_ROUTE_DEBUG_TO_PUART to see debug traces on Peripheral UART (PUART) */
wiced_set_debug_uart( WICED_ROUTE_DEBUG_TO_PUART );
/* Set the Debug UART as WICED_ROUTE_DEBUG_TO_WICED_UART to send debug strings over the WICED debug interface */
//wiced_set_debug_uart( WICED_ROUTE_DEBUG_TO_WICED_UART );
#endif

Modify the make target & program that was created by the BT Designer

Make a new function that will be called when WICED finds a new advertising packet.

void newAdv(wiced_bt_ble_scan_results_t *p_scan_result, uint8_t *p_adv_data)
{
WICED_BT_TRACE("Found device %B\n",p_scan_result->remote_bd_addr);
}

Remove the start advertising from l8_scanner_app_init

/*
* This function is executed in the BTM_ENABLED_EVT management callback.
*/
void l8_scanner_app_init(void)
{
/* Initialize Application */
wiced_bt_app_init();
/* Allow peer to pair */
wiced_bt_set_pairable_mode(WICED_TRUE, 0);
/* Set Advertisement Data */
//l8_scanner_set_advertisement_data();
/* Start Undirected LE Advertisements on device startup.
* The corresponding parameters are contained in 'wiced_bt_cfg.c' */
/* TODO: Make sure that this is the desired behavior. */
//wiced_bt_start_advertisements(BTM_BLE_ADVERT_UNDIRECTED_HIGH, 0, NULL);
wiced_bt_ble_scan(BTM_BLE_SCAN_TYPE_HIGH_DUTY,FALSE,newAdv);
}

Update wiced_bt_config.c to never stop scanning.

        .high_duty_scan_duration =          0,                                                          /**< High Duty Scan Duration in seconds (0 for infinite) */

Program your development kit and see what happens.

Now lets update the program to print the advertising packets.

void newAdv(wiced_bt_ble_scan_results_t *p_scan_result, uint8_t *p_adv_data)
{
uint8_t mfgLen;
uint8_t* mfgData = wiced_bt_ble_check_advertising_data( p_adv_data,0xFF,&mfgLen);
WICED_BT_TRACE("Found device %B ",p_scan_result->remote_bd_addr);
uint8_t index=0;
int fieldLength=p_adv_data[index];
do {
for(int i=0;i<=fieldLength;i++)
WICED_BT_TRACE("%02X ",p_adv_data[index+i]);
index = index + fieldLength + 1;
fieldLength = p_adv_data[index];
} while(fieldLength);
WICED_BT_TRACE("\n");
}

Now program the development kit and see what happens.  Where I am sitting this is not very helpful because there are boatloads of advertisers.

Now let’s make one more change.  Instead of printing all of the packets let’s only look only at the ones that have Manufacturer data, the right length and the Cypress manufacturer id.

    uint8_t mfgLen;
uint8_t* mfgData = wiced_bt_ble_check_advertising_data( p_adv_data,0xFF,&mfgLen);
if(!(mfgData && mfgLen == 3 && mfgData[0] == 0x31 && mfgData[1]  == 0x01 ))
return;

Now I only see my L7_Advertising project