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299
lib/MatrixUI/MatrixDisplayUi.cpp
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299
lib/MatrixUI/MatrixDisplayUi.cpp
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/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2016 by Daniel Eichhorn
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* Copyright (c) 2016 by Fabrice Weinberg
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* Copyright (c) 2016 by Fabrice Weinberg
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* Highly modified 2023 for AWTRIX Light by Stephan Muehl (Blueforcer)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*/
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#include "MatrixDisplayUi.h"
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#include "AwtrixFont.h"
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MatrixDisplayUi::MatrixDisplayUi(FastLED_NeoMatrix *matrix)
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{
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this->matrix = matrix;
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}
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void MatrixDisplayUi::init()
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{
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this->matrix->begin();
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this->matrix->setTextWrap(false);
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this->matrix->setBrightness(70);
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this->matrix->setFont(&AwtrixFont);
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}
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void MatrixDisplayUi::setTargetFPS(uint8_t fps)
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{
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float oldInterval = this->updateInterval;
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this->updateInterval = ((float)1.0 / (float)fps) * 1000;
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// Calculate new ticksPerFrame
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float changeRatio = oldInterval / (float)this->updateInterval;
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this->ticksPerFrame *= changeRatio;
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this->ticksPerTransition *= changeRatio;
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}
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// -/------ Automatic controll ------\-
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void MatrixDisplayUi::enableAutoTransition()
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{
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this->autoTransition = true;
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}
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void MatrixDisplayUi::disableAutoTransition()
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{
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this->autoTransition = false;
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}
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void MatrixDisplayUi::setAutoTransitionForwards()
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{
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this->state.frameTransitionDirection = 1;
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this->lastTransitionDirection = 1;
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}
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void MatrixDisplayUi::setAutoTransitionBackwards()
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{
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this->state.frameTransitionDirection = -1;
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this->lastTransitionDirection = -1;
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}
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void MatrixDisplayUi::setTimePerApp(uint16_t time)
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{
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this->ticksPerFrame = (int)((float)time / (float)updateInterval);
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}
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void MatrixDisplayUi::setTimePerTransition(uint16_t time)
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{
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this->ticksPerTransition = (int)((float)time / (float)updateInterval);
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}
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// -/----- Frame settings -----\-
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void MatrixDisplayUi::setAppAnimation(AnimationDirection dir)
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{
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this->frameAnimationDirection = dir;
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}
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void MatrixDisplayUi::setApps(const std::vector<std::pair<uint16_t, AppCallback>> &appPairs)
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{
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delete[] AppFunctions;
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AppCount = appPairs.size();
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AppFunctions = new AppCallback[AppCount];
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for (size_t i = 0; i < AppCount; ++i)
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{
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AppFunctions[i] = appPairs[i].second;
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}
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this->resetState();
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}
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// -/----- Overlays ------\-
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void MatrixDisplayUi::setOverlays(OverlayCallback *overlayFunctions, uint8_t overlayCount)
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{
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this->overlayFunctions = overlayFunctions;
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this->overlayCount = overlayCount;
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}
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// -/----- Manuel control -----\-
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void MatrixDisplayUi::nextApp()
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{
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if (this->state.frameState != IN_TRANSITION)
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{
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this->state.manuelControll = true;
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this->state.frameState = IN_TRANSITION;
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this->state.ticksSinceLastStateSwitch = 0;
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this->lastTransitionDirection = this->state.frameTransitionDirection;
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this->state.frameTransitionDirection = 1;
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}
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}
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void MatrixDisplayUi::previousApp()
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{
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if (this->state.frameState != IN_TRANSITION)
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{
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this->state.manuelControll = true;
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this->state.frameState = IN_TRANSITION;
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this->state.ticksSinceLastStateSwitch = 0;
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this->lastTransitionDirection = this->state.frameTransitionDirection;
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this->state.frameTransitionDirection = -1;
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}
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}
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void MatrixDisplayUi::switchToApp(uint8_t frame)
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{
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if (frame >= this->AppCount)
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return;
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this->state.ticksSinceLastStateSwitch = 0;
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if (frame == this->state.currentFrame)
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return;
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this->state.frameState = FIXED;
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this->state.currentFrame = frame;
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}
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void MatrixDisplayUi::transitionToApp(uint8_t frame)
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{
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if (frame >= this->AppCount)
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return;
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this->state.ticksSinceLastStateSwitch = 0;
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if (frame == this->state.currentFrame)
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return;
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this->nextAppNumber = frame;
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this->lastTransitionDirection = this->state.frameTransitionDirection;
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this->state.manuelControll = true;
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this->state.frameState = IN_TRANSITION;
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this->state.frameTransitionDirection = frame < this->state.currentFrame ? -1 : 1;
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}
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// -/----- State information -----\-
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MatrixDisplayUiState *MatrixDisplayUi::getUiState()
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{
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return &this->state;
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}
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int8_t MatrixDisplayUi::update()
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{
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long frameStart = millis();
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int8_t timeBudget = this->updateInterval - (frameStart - this->state.lastUpdate);
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if (timeBudget <= 0)
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{
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// Implement frame skipping to ensure time budget is keept
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if (this->autoTransition && this->state.lastUpdate != 0)
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this->state.ticksSinceLastStateSwitch += ceil(-timeBudget / this->updateInterval);
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this->state.lastUpdate = frameStart;
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this->tick();
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}
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return this->updateInterval - (millis() - frameStart);
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}
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void MatrixDisplayUi::tick()
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{
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this->state.ticksSinceLastStateSwitch++;
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switch (this->state.frameState)
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{
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case IN_TRANSITION:
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if (this->state.ticksSinceLastStateSwitch >= this->ticksPerTransition)
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{
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this->state.frameState = FIXED;
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this->state.currentFrame = getnextAppNumber();
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this->state.ticksSinceLastStateSwitch = 0;
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this->nextAppNumber = -1;
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}
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break;
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case FIXED:
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// Revert manuelControll
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if (this->state.manuelControll)
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{
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this->state.frameTransitionDirection = this->lastTransitionDirection;
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this->state.manuelControll = false;
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}
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if (this->state.ticksSinceLastStateSwitch >= this->ticksPerFrame)
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{
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if (this->autoTransition)
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{
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this->state.frameState = IN_TRANSITION;
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}
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this->state.ticksSinceLastStateSwitch = 0;
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}
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break;
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}
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this->matrix->clear();
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this->drawApp();
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this->drawOverlays();
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this->matrix->show();
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}
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void MatrixDisplayUi::drawApp()
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{
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switch (this->state.frameState)
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{
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case IN_TRANSITION:
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{
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float progress = (float)this->state.ticksSinceLastStateSwitch / (float)this->ticksPerTransition;
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int16_t x, y, x1, y1;
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switch (this->frameAnimationDirection)
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{
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case SLIDE_LEFT:
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x = -32 * progress;
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y = 0;
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x1 = x + 32;
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y1 = 0;
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break;
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case SLIDE_RIGHT:
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x = 32 * progress;
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y = 0;
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x1 = x - 32;
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y1 = 0;
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break;
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case SLIDE_UP:
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x = 0;
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y = -8 * progress;
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x1 = 0;
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y1 = y + 8;
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break;
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case SLIDE_DOWN:
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x = 0;
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y = 8 * progress;
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x1 = 0;
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y1 = y - 8;
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break;
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}
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// Invert animation if direction is reversed.
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int8_t dir = this->state.frameTransitionDirection >= 0 ? 1 : -1;
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x *= dir;
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y *= dir;
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x1 *= dir;
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y1 *= dir;
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bool FirstFrame = progress < 0.1;
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bool LastFrame = progress > 0.9;
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this->matrix->drawRect(x, y, x1, y1, matrix->Color(0, 0, 0));
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(this->AppFunctions[this->state.currentFrame])(this->matrix, &this->state, x, y, FirstFrame, LastFrame);
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(this->AppFunctions[this->getnextAppNumber()])(this->matrix, &this->state, x1, y1, FirstFrame, LastFrame);
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break;
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}
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case FIXED:
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(this->AppFunctions[this->state.currentFrame])(this->matrix, &this->state, 0, 0, false, false);
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break;
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}
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}
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void MatrixDisplayUi::resetState()
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{
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this->state.lastUpdate = 0;
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this->state.ticksSinceLastStateSwitch = 0;
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this->state.frameState = FIXED;
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this->state.currentFrame = 0;
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}
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void MatrixDisplayUi::drawOverlays()
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{
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for (uint8_t i = 0; i < this->overlayCount; i++)
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{
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(this->overlayFunctions[i])(this->matrix, &this->state);
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}
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}
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uint8_t MatrixDisplayUi::getnextAppNumber()
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{
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if (this->nextAppNumber != -1)
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return this->nextAppNumber;
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return (this->state.currentFrame + this->AppCount + this->state.frameTransitionDirection) % this->AppCount;
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}
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