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lib/MatrixUI/MatrixDisplayUi.h
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196
lib/MatrixUI/MatrixDisplayUi.h
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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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* 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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#ifndef MatrixDisplayUi_h
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#define MatrixDisplayUi_h
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#include <Arduino.h>
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#include "FastLED_NeoMatrix.h"
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#include <vector>
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// #define DEBUG_MatrixDisplayUi(...) Serial.printf( __VA_ARGS__ )
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#ifndef DEBUG_MatrixDisplayUi
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#define DEBUG_MatrixDisplayUi(...)
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#endif
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enum AnimationDirection
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{
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SLIDE_UP,
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SLIDE_DOWN,
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SLIDE_LEFT,
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SLIDE_RIGHT
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};
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enum FrameState
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{
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IN_TRANSITION,
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FIXED
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};
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// Structure of the UiState
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struct MatrixDisplayUiState
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{
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u_int64_t lastUpdate = 0;
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uint16_t ticksSinceLastStateSwitch = 0;
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FrameState frameState = FIXED;
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uint8_t currentFrame = 0;
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// Normal = 1, Inverse = -1;
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int8_t frameTransitionDirection = 1;
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bool manuelControll = false;
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// Custom data that can be used by the user
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void *userData = NULL;
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};
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typedef void (*AppCallback)(FastLED_NeoMatrix *matrix, MatrixDisplayUiState *state, int16_t x, int16_t y, bool firstFrame, bool lastFrame);
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typedef void (*OverlayCallback)(FastLED_NeoMatrix *matrix, MatrixDisplayUiState *state);
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class MatrixDisplayUi
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{
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private:
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FastLED_NeoMatrix *matrix;
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// Values for the Frames
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AnimationDirection frameAnimationDirection = SLIDE_RIGHT;
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int8_t lastTransitionDirection = 1;
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uint16_t ticksPerFrame = 151; // ~ 5000ms at 30 FPS
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uint16_t ticksPerTransition = 15; // ~ 500ms at 30 FPS
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bool autoTransition = true;
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AppCallback *AppFunctions;
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uint8_t AppCount = 0;
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// Internally used to transition to a specific frame
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int8_t nextAppNumber = -1;
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// Values for Overlays
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OverlayCallback *overlayFunctions;
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uint8_t overlayCount = 0;
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// UI State
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MatrixDisplayUiState state;
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// Bookeeping for update
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uint8_t updateInterval = 33;
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uint8_t getnextAppNumber();
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void drawIndicator();
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void drawApp();
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void drawOverlays();
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void tick();
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void resetState();
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public:
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MatrixDisplayUi(FastLED_NeoMatrix *matrix);
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/**
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* Initialise the display
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*/
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void init();
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/**
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* Configure the internal used target FPS
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*/
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void setTargetFPS(uint8_t fps);
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// Automatic Controll
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/**
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* Enable automatic transition to next frame after the some time can be configured with `setTimePerApp` and `setTimePerTransition`.
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*/
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void enableAutoTransition();
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/**
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* Disable automatic transition to next frame.
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*/
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void disableAutoTransition();
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/**
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* Set the direction if the automatic transitioning
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*/
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void setAutoTransitionForwards();
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void setAutoTransitionBackwards();
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/**
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* Set the approx. time a frame is displayed
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*/
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void setTimePerApp(uint16_t time);
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/**
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* Set the approx. time a transition will take
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*/
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void setTimePerTransition(uint16_t time);
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// Customize indicator position and style
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// Frame settings
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/**
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* Configure what animation is used to transition from one frame to another
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*/
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void setAppAnimation(AnimationDirection dir);
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/**
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* Add frame drawing functions
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*/
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void setApps(const std::vector<std::pair<uint16_t, AppCallback>> &appPairs);
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// Overlay
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/**
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* Add overlays drawing functions that are draw independent of the Frames
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*/
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void setOverlays(OverlayCallback *overlayFunctions, uint8_t overlayCount);
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// Manual Control
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void nextApp();
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void previousApp();
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/**
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* Switch without transition to frame `frame`.
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*/
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void switchToApp(uint8_t frame);
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/**
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* Transition to frame `frame`, when the `frame` number is bigger than the current
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* frame the forward animation will be used, otherwise the backwards animation is used.
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*/
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void transitionToApp(uint8_t frame);
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// State Info
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MatrixDisplayUiState *getUiState();
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int8_t update();
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};
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#endif
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