Qt监控Arduino开关状态(读取串口数据)

时间:2023-03-09 20:56:04
Qt监控Arduino开关状态(读取串口数据)

setup.ini配置文件内容

[General]

#游戏所在主机IP
GameIp1=192.168.1.151
GameIp2=192.168.1.152
GameIp3=192.168.1.153
GameIp4=192.168.1.154
GameIp5=192.168.1.155
GameIp6=192.168.1.156
GameIp7=192.168.1.157
GameIp8=192.168.1.158 #游戏中监听的UDP端口
GamePort= #延迟发送指令时间(单位毫秒)
DelayTime1=
DelayTime2=
DelayTime3=
DelayTime4=
DelayTime5=
DelayTime6=
DelayTime7=
DelayTime8= #4D系统的IP
4DSystemIp=192.168.1.152 #4D系统监听的UDP端口
4DSystemPort= #向游戏发送的指令
UdpDataToGame=%Play% #向4D系统发送的指令
UdpDataTo4DSystem=AS%NPlayDirect%%

工程文件.pro中QT+=serialport

mainwindow.h

#ifndef MAINWINDOW_H
#define MAINWINDOW_H #include <QMainWindow> #include <QSerialPort>
#include <QSerialPortInfo>
#include <QTimer> #include <QUdpSocket> namespace Ui {
class MainWindow;
} struct GamePCInfo
{
GamePCInfo(){}
GamePCInfo(QString s,quint16 p, int i){ GameIp=s;GamePort=p;DelayTime=i;}
QString GameIp;//游戏主机IP
quint16 GamePort;//游戏UDP绑定的端口
int DelayTime;//指令延迟发送时间
}; class MainWindow : public QMainWindow
{
Q_OBJECT public:
explicit MainWindow(QWidget *parent = );
~MainWindow(); void sendUdpData(); public slots:
void readyReadSlot(); void sendToGame1();
void sendToGame2();
void sendToGame3();
void sendToGame4();
void sendToGame5();
void sendToGame6();
void sendToGame7();
void sendToGame8();
private slots:
void on_pushButton_clicked(); private:
Ui::MainWindow *ui;
QSerialPort* m_reader;//COM串口
QTimer* queryTimer; QUdpSocket* udpSocket; GamePCInfo gamePC1,gamePC2,gamePC3,gamePC4,gamePC5,gamePC6,gamePC7,gamePC8;//8台电脑
QString FourDSystemIp;//4D系统IP
quint16 FourDSystemPort;//4D系统UDP绑定的端口
QString UdpDataToGame;//向游戏发送的UDP数据
QString UdpDataTo4DSystem;//向4D系统发送的UDP数据
}; #endif // MAINWINDOW_H

mainwindow.cpp

#include "mainwindow.h"
#include "ui_mainwindow.h"
#include <QDebug>
#include <QSettings>
#include <QTextCodec> #pragma execution_character_set("utf-8") MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this); QString appDirPath = QCoreApplication::applicationDirPath();
QSettings* configIniRead = new QSettings(appDirPath+"/setup.ini", QSettings::IniFormat);
configIniRead->setIniCodec(QTextCodec::codecForName("GB2312"));
if( configIniRead->allKeys().size() > )
{
quint16 GamePort = configIniRead->value("GamePort").toUInt();
GamePCInfo game1(configIniRead->value("GameIp1").toString(),GamePort,configIniRead->value("DelayTime1").toInt());
GamePCInfo game2(configIniRead->value("GameIp2").toString(),GamePort,configIniRead->value("DelayTime2").toInt());
GamePCInfo game3(configIniRead->value("GameIp3").toString(),GamePort,configIniRead->value("DelayTime3").toInt());
GamePCInfo game4(configIniRead->value("GameIp4").toString(),GamePort,configIniRead->value("DelayTime4").toInt());
GamePCInfo game5(configIniRead->value("GameIp5").toString(),GamePort,configIniRead->value("DelayTime5").toInt());
GamePCInfo game6(configIniRead->value("GameIp6").toString(),GamePort,configIniRead->value("DelayTime6").toInt());
GamePCInfo game7(configIniRead->value("GameIp7").toString(),GamePort,configIniRead->value("DelayTime7").toInt());
GamePCInfo game8(configIniRead->value("GameIp8").toString(),GamePort,configIniRead->value("DelayTime8").toInt());
gamePC1=game1;
gamePC2=game2;
gamePC3=game3;
gamePC4=game4;
gamePC5=game5;
gamePC6=game6;
gamePC7=game7;
gamePC8=game8; qDebug()<<game3.DelayTime;
FourDSystemIp = configIniRead->value("4DSystemIp").toString();
FourDSystemPort = configIniRead->value("4DSystemPort").toUInt();
UdpDataToGame = configIniRead->value("UdpDataToGame").toString();
UdpDataTo4DSystem = configIniRead->value("UdpDataTo4DSystem").toString();
}
else
{
qDebug() << "have no setup.ini , use default setting ." ;
} udpSocket = new QUdpSocket(this);
//我们这里只需要发送数据,并不用接收数据
//connect( udpSocket, SIGNAL(readyRead()), SLOT(readUdpData()) ); //绑定Arduino端口
QSerialPortInfo com_info;
foreach (const QSerialPortInfo &info, QSerialPortInfo::availablePorts())
{
qDebug() << "Name : " << info.portName();
qDebug() << "Description : " << info.description();
qDebug() << "Manufacturer: " << info.manufacturer();
qDebug() << "Serial Number: " << info.serialNumber();
qDebug() << "System Location: " << info.systemLocation(); if( info.description().contains("Arduino") )//找到Arduino端口
{
com_info = info;
break;
}
}
if(com_info.description().contains("Arduino"))
{
ui->textEdit->append("已找到Arduino端口"+com_info.systemLocation());
m_reader = new QSerialPort(this);
m_reader->setPort(com_info);
if(m_reader->open(QIODevice::ReadOnly))
{
m_reader->setBaudRate(QSerialPort::Baud9600);
m_reader->setParity(QSerialPort::NoParity);
m_reader->setDataBits(QSerialPort::Data8);
m_reader->setStopBits(QSerialPort::OneStop);
m_reader->setFlowControl(QSerialPort::NoFlowControl);
m_reader->setDataTerminalReady(true);//这个很重要,否则的话拔插串口之后,刚开始的几个数据会读取不到!!!!!!!!!!!!!!!!!!! m_reader->clearError();
m_reader->clear();
connect(m_reader, SIGNAL(readyRead()), this, SLOT(readyReadSlot()));
ui->textEdit->append("Arduino端口"+com_info.systemLocation()+"++++++打开成功!+++++");
}
else
{
ui->textEdit->append("Arduino端口"+com_info.systemLocation()+"-----打开失败!------");
}
}
else
{
ui->textEdit->append("未找到Arduino端口");
}
} MainWindow::~MainWindow()
{
delete ui;
m_reader->clear();
m_reader->close();
} //读取端口数据
void MainWindow::readyReadSlot()
{
QByteArray arr = m_reader->readAll();
std::string data=arr.toStdString();
qDebug()<<QString::fromStdString(data);
if(data=="H")//高电平,开关接通
{
sendUdpData();
ui->textEdit->append("开关接通");
}
else if(data=="L")//低电平,开关断开
{
ui->textEdit->append("开关断开");
}
m_reader->clear();
} void MainWindow::sendToGame1()
{
udpSocket->writeDatagram(UdpDataToGame.toStdString().data(), QHostAddress(gamePC1.GameIp), gamePC1.GamePort);
qDebug()<<gamePC1.GameIp;
}
void MainWindow::sendToGame2()
{
udpSocket->writeDatagram(UdpDataToGame.toStdString().data(), QHostAddress(gamePC2.GameIp), gamePC2.GamePort);
qDebug()<<gamePC2.GameIp;
}
void MainWindow::sendToGame3()
{
udpSocket->writeDatagram(UdpDataToGame.toStdString().data(), QHostAddress(gamePC3.GameIp), gamePC3.GamePort);
qDebug()<<gamePC3.GameIp;
}
void MainWindow::sendToGame4()
{
udpSocket->writeDatagram(UdpDataToGame.toStdString().data(), QHostAddress(gamePC4.GameIp), gamePC4.GamePort);
qDebug()<<gamePC4.GameIp;
}
void MainWindow::sendToGame5()
{
udpSocket->writeDatagram(UdpDataToGame.toStdString().data(), QHostAddress(gamePC5.GameIp), gamePC5.GamePort);
qDebug()<<gamePC5.GameIp;
}
void MainWindow::sendToGame6()
{
udpSocket->writeDatagram(UdpDataToGame.toStdString().data(), QHostAddress(gamePC6.GameIp), gamePC6.GamePort);
qDebug()<<gamePC6.GameIp;
}
void MainWindow::sendToGame7()
{
udpSocket->writeDatagram(UdpDataToGame.toStdString().data(), QHostAddress(gamePC7.GameIp), gamePC7.GamePort);
qDebug()<<gamePC7.GameIp;
}
void MainWindow::sendToGame8()
{
udpSocket->writeDatagram(UdpDataToGame.toStdString().data(), QHostAddress(gamePC8.GameIp), gamePC8.GamePort);
qDebug()<<gamePC8.GameIp;
} void MainWindow::sendUdpData()
{
//向游戏发送Play指令
QTimer::singleShot( gamePC1.DelayTime, this, SLOT(sendToGame1()) );
QTimer::singleShot( gamePC2.DelayTime, this, SLOT(sendToGame2()) );
QTimer::singleShot( gamePC3.DelayTime, this, SLOT(sendToGame3()) );
QTimer::singleShot( gamePC4.DelayTime, this, SLOT(sendToGame4()) );
QTimer::singleShot( gamePC5.DelayTime, this, SLOT(sendToGame5()) );
QTimer::singleShot( gamePC6.DelayTime, this, SLOT(sendToGame6()) );
QTimer::singleShot( gamePC7.DelayTime, this, SLOT(sendToGame7()) );
QTimer::singleShot( gamePC8.DelayTime, this, SLOT(sendToGame8()) ); //向4D系统发送启动指令
udpSocket->writeDatagram(UdpDataTo4DSystem.toStdString().data(), QHostAddress(FourDSystemIp), FourDSystemPort);
} void MainWindow::on_pushButton_clicked()
{
sendUdpData();
}