yoctolib-esm
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Yoctopuce library for TypeScript/JavaScript, as an ECMAScript 2015 module
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TypeScript
/*********************************************************************
*
* $Id: svn_id $
*
* Implements the high-level API for Buzzer functions
*
* - - - - - - - - - License information: - - - - - - - - -
*
* Copyright (C) 2011 and beyond by Yoctopuce Sarl, Switzerland.
*
* Yoctopuce Sarl (hereafter Licensor) grants to you a perpetual
* non-exclusive license to use, modify, copy and integrate this
* file into your software for the sole purpose of interfacing
* with Yoctopuce products.
*
* You may reproduce and distribute copies of this file in
* source or object form, as long as the sole purpose of this
* code is to interface with Yoctopuce products. You must retain
* this notice in the distributed source file.
*
* You should refer to Yoctopuce General Terms and Conditions
* for additional information regarding your rights and
* obligations.
*
* THE SOFTWARE AND DOCUMENTATION ARE PROVIDED 'AS IS' WITHOUT
* WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
* WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO
* EVENT SHALL LICENSOR BE LIABLE FOR ANY INCIDENTAL, SPECIAL,
* INDIRECT OR CONSEQUENTIAL DAMAGES, LOST PROFITS OR LOST DATA,
* COST OF PROCUREMENT OF SUBSTITUTE GOODS, TECHNOLOGY OR
* SERVICES, ANY CLAIMS BY THIRD PARTIES (INCLUDING BUT NOT
* LIMITED TO ANY DEFENSE THEREOF), ANY CLAIMS FOR INDEMNITY OR
* CONTRIBUTION, OR OTHER SIMILAR COSTS, WHETHER ASSERTED ON THE
* BASIS OF CONTRACT, TORT (INCLUDING NEGLIGENCE), BREACH OF
* WARRANTY, OR OTHERWISE.
*
*********************************************************************/
import { YAPIContext, YFunction } from './yocto_api.js';
/**
* YBuzzer Class: buzzer control interface, available for instance in the Yocto-Buzzer, the
* Yocto-MaxiBuzzer or the Yocto-MaxiKnob
*
* The YBuzzer class allows you to drive a buzzer. You can
* choose the frequency and the volume at which the buzzer must sound.
* You can also pre-program a play sequence.
*/
export declare class YBuzzer extends YFunction {
_className: string;
_frequency: number;
_volume: number;
_playSeqSize: number;
_playSeqMaxSize: number;
_playSeqSignature: number;
_command: string;
_valueCallbackBuzzer: YBuzzer.ValueCallback | null;
readonly FREQUENCY_INVALID: number;
readonly VOLUME_INVALID: number;
readonly PLAYSEQSIZE_INVALID: number;
readonly PLAYSEQMAXSIZE_INVALID: number;
readonly PLAYSEQSIGNATURE_INVALID: number;
readonly COMMAND_INVALID: string;
static readonly FREQUENCY_INVALID: number;
static readonly VOLUME_INVALID: number;
static readonly PLAYSEQSIZE_INVALID: number;
static readonly PLAYSEQMAXSIZE_INVALID: number;
static readonly PLAYSEQSIGNATURE_INVALID: number;
static readonly COMMAND_INVALID: string;
constructor(yapi: YAPIContext, func: string);
imm_parseAttr(name: string, val: any): number;
/**
* Changes the frequency of the signal sent to the buzzer. A zero value stops the buzzer.
*
* @param newval : a floating point number corresponding to the frequency of the signal sent to the buzzer
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
set_frequency(newval: number): Promise<number>;
/**
* Returns the frequency of the signal sent to the buzzer/speaker.
*
* @return a floating point number corresponding to the frequency of the signal sent to the buzzer/speaker
*
* On failure, throws an exception or returns YBuzzer.FREQUENCY_INVALID.
*/
get_frequency(): Promise<number>;
/**
* Returns the volume of the signal sent to the buzzer/speaker.
*
* @return an integer corresponding to the volume of the signal sent to the buzzer/speaker
*
* On failure, throws an exception or returns YBuzzer.VOLUME_INVALID.
*/
get_volume(): Promise<number>;
/**
* Changes the volume of the signal sent to the buzzer/speaker. Remember to call the
* saveToFlash() method of the module if the modification must be kept.
*
* @param newval : an integer corresponding to the volume of the signal sent to the buzzer/speaker
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
set_volume(newval: number): Promise<number>;
/**
* Returns the current length of the playing sequence.
*
* @return an integer corresponding to the current length of the playing sequence
*
* On failure, throws an exception or returns YBuzzer.PLAYSEQSIZE_INVALID.
*/
get_playSeqSize(): Promise<number>;
/**
* Returns the maximum length of the playing sequence.
*
* @return an integer corresponding to the maximum length of the playing sequence
*
* On failure, throws an exception or returns YBuzzer.PLAYSEQMAXSIZE_INVALID.
*/
get_playSeqMaxSize(): Promise<number>;
/**
* Returns the playing sequence signature. As playing
* sequences cannot be read from the device, this can be used
* to detect if a specific playing sequence is already
* programmed.
*
* @return an integer corresponding to the playing sequence signature
*
* On failure, throws an exception or returns YBuzzer.PLAYSEQSIGNATURE_INVALID.
*/
get_playSeqSignature(): Promise<number>;
get_command(): Promise<string>;
set_command(newval: string): Promise<number>;
/**
* Retrieves a buzzer for a given identifier.
* The identifier can be specified using several formats:
*
* - FunctionLogicalName
* - ModuleSerialNumber.FunctionIdentifier
* - ModuleSerialNumber.FunctionLogicalName
* - ModuleLogicalName.FunctionIdentifier
* - ModuleLogicalName.FunctionLogicalName
*
*
* This function does not require that the buzzer is online at the time
* it is invoked. The returned object is nevertheless valid.
* Use the method YBuzzer.isOnline() to test if the buzzer is
* indeed online at a given time. In case of ambiguity when looking for
* a buzzer by logical name, no error is notified: the first instance
* found is returned. The search is performed first by hardware name,
* then by logical name.
*
* If a call to this object's is_online() method returns FALSE although
* you are certain that the matching device is plugged, make sure that you did
* call registerHub() at application initialization time.
*
* @param func : a string that uniquely characterizes the buzzer, for instance
* YBUZZER2.buzzer.
*
* @return a YBuzzer object allowing you to drive the buzzer.
*/
static FindBuzzer(func: string): YBuzzer;
/**
* Retrieves a buzzer for a given identifier in a YAPI context.
* The identifier can be specified using several formats:
*
* - FunctionLogicalName
* - ModuleSerialNumber.FunctionIdentifier
* - ModuleSerialNumber.FunctionLogicalName
* - ModuleLogicalName.FunctionIdentifier
* - ModuleLogicalName.FunctionLogicalName
*
*
* This function does not require that the buzzer is online at the time
* it is invoked. The returned object is nevertheless valid.
* Use the method YBuzzer.isOnline() to test if the buzzer is
* indeed online at a given time. In case of ambiguity when looking for
* a buzzer by logical name, no error is notified: the first instance
* found is returned. The search is performed first by hardware name,
* then by logical name.
*
* @param yctx : a YAPI context
* @param func : a string that uniquely characterizes the buzzer, for instance
* YBUZZER2.buzzer.
*
* @return a YBuzzer object allowing you to drive the buzzer.
*/
static FindBuzzerInContext(yctx: YAPIContext, func: string): YBuzzer;
/**
* Registers the callback function that is invoked on every change of advertised value.
* The callback is invoked only during the execution of ySleep or yHandleEvents.
* This provides control over the time when the callback is triggered. For good responsiveness, remember to call
* one of these two functions periodically. To unregister a callback, pass a null pointer as argument.
*
* @param callback : the callback function to call, or a null pointer. The callback function should take two
* arguments: the function object of which the value has changed, and the character string describing
* the new advertised value.
* @noreturn
*/
registerValueCallback(callback: YBuzzer.ValueCallback | null): Promise<number>;
_invokeValueCallback(value: string): Promise<number>;
sendCommand(command: string): Promise<number>;
/**
* Adds a new frequency transition to the playing sequence.
*
* @param freq : desired frequency when the transition is completed, in Hz
* @param msDelay : duration of the frequency transition, in milliseconds.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
addFreqMoveToPlaySeq(freq: number, msDelay: number): Promise<number>;
/**
* Adds a pulse to the playing sequence.
*
* @param freq : pulse frequency, in Hz
* @param msDuration : pulse duration, in milliseconds.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
addPulseToPlaySeq(freq: number, msDuration: number): Promise<number>;
/**
* Adds a new volume transition to the playing sequence. Frequency stays untouched:
* if frequency is at zero, the transition has no effect.
*
* @param volume : desired volume when the transition is completed, as a percentage.
* @param msDuration : duration of the volume transition, in milliseconds.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
addVolMoveToPlaySeq(volume: number, msDuration: number): Promise<number>;
/**
* Adds notes to the playing sequence. Notes are provided as text words, separated by
* spaces. The pitch is specified using the usual letter from A to G. The duration is
* specified as the divisor of a whole note: 4 for a fourth, 8 for an eight note, etc.
* Some modifiers are supported: # and b to alter a note pitch,
* ' and , to move to the upper/lower octave, . to enlarge
* the note duration.
*
* @param notes : notes to be played, as a text string.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
addNotesToPlaySeq(notes: string): Promise<number>;
/**
* Starts the preprogrammed playing sequence. The sequence
* runs in loop until it is stopped by stopPlaySeq or an explicit
* change. To play the sequence only once, use oncePlaySeq().
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
startPlaySeq(): Promise<number>;
/**
* Stops the preprogrammed playing sequence and sets the frequency to zero.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
stopPlaySeq(): Promise<number>;
/**
* Resets the preprogrammed playing sequence and sets the frequency to zero.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
resetPlaySeq(): Promise<number>;
/**
* Starts the preprogrammed playing sequence and run it once only.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
oncePlaySeq(): Promise<number>;
/**
* Saves the preprogrammed playing sequence to flash memory.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
savePlaySeq(): Promise<number>;
/**
* Reloads the preprogrammed playing sequence from the flash memory.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
reloadPlaySeq(): Promise<number>;
/**
* Activates the buzzer for a short duration.
*
* @param frequency : pulse frequency, in hertz
* @param duration : pulse duration in milliseconds
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
pulse(frequency: number, duration: number): Promise<number>;
/**
* Makes the buzzer frequency change over a period of time.
*
* @param frequency : frequency to reach, in hertz. A frequency under 25Hz stops the buzzer.
* @param duration : pulse duration in milliseconds
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
freqMove(frequency: number, duration: number): Promise<number>;
/**
* Makes the buzzer volume change over a period of time, frequency stays untouched.
*
* @param volume : volume to reach in %
* @param duration : change duration in milliseconds
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
volumeMove(volume: number, duration: number): Promise<number>;
/**
* Immediately play a note sequence. Notes are provided as text words, separated by
* spaces. The pitch is specified using the usual letter from A to G. The duration is
* specified as the divisor of a whole note: 4 for a fourth, 8 for an eight note, etc.
* Some modifiers are supported: # and b to alter a note pitch,
* ' and , to move to the upper/lower octave, . to enlarge
* the note duration.
*
* @param notes : notes to be played, as a text string.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
playNotes(notes: string): Promise<number>;
/**
* Continues the enumeration of buzzers started using yFirstBuzzer().
* Caution: You can't make any assumption about the returned buzzers order.
* If you want to find a specific a buzzer, use Buzzer.findBuzzer()
* and a hardwareID or a logical name.
*
* @return a pointer to a YBuzzer object, corresponding to
* a buzzer currently online, or a null pointer
* if there are no more buzzers to enumerate.
*/
nextBuzzer(): YBuzzer | null;
/**
* Starts the enumeration of buzzers currently accessible.
* Use the method YBuzzer.nextBuzzer() to iterate on
* next buzzers.
*
* @return a pointer to a YBuzzer object, corresponding to
* the first buzzer currently online, or a null pointer
* if there are none.
*/
static FirstBuzzer(): YBuzzer | null;
/**
* Starts the enumeration of buzzers currently accessible.
* Use the method YBuzzer.nextBuzzer() to iterate on
* next buzzers.
*
* @param yctx : a YAPI context.
*
* @return a pointer to a YBuzzer object, corresponding to
* the first buzzer currently online, or a null pointer
* if there are none.
*/
static FirstBuzzerInContext(yctx: YAPIContext): YBuzzer | null;
}
export declare namespace YBuzzer {
interface ValueCallback {
(func: YBuzzer, value: string): void;
}
}