Files
awtrix-light/lib/MatrixUI/MatrixDisplayUi.cpp
Stephan Mühl 2a8149400b update
2023-04-09 19:29:08 +02:00

296 lines
8.5 KiB
C++

/**
* The MIT License (MIT)
*
* Copyright (c) 2016 by Daniel Eichhorn
* Copyright (c) 2016 by Fabrice Weinberg
* Copyright (c) 2023 by Stephan Muehl (Blueforcer)
* Note: This old lib for SSD1306 displays has been extremly
* modified for AWTRIX Light and has nothing to do with the original purposes.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*/
#include "MatrixDisplayUi.h"
#include "Fonts/AwtrixFont.h"
GifPlayer gif1;
GifPlayer gif2;
MatrixDisplayUi::MatrixDisplayUi(FastLED_NeoMatrix *matrix)
{
this->matrix = matrix;
}
void MatrixDisplayUi::init()
{
this->matrix->begin();
this->matrix->setTextWrap(false);
this->matrix->setBrightness(70);
this->matrix->setFont(&AwtrixFont);
gif1.setMatrix(this->matrix);
gif2.setMatrix(this->matrix);
}
void MatrixDisplayUi::setTargetFPS(uint8_t fps)
{
float oldInterval = this->updateInterval;
this->updateInterval = ((float)1.0 / (float)fps) * 1000;
// Calculate new ticksPerApp
float changeRatio = oldInterval / (float)this->updateInterval;
this->ticksPerApp *= changeRatio;
this->ticksPerTransition *= changeRatio;
}
// -/------ Automatic controll ------\-
void MatrixDisplayUi::enablesetAutoTransition()
{
this->setAutoTransition = true;
}
void MatrixDisplayUi::disablesetAutoTransition()
{
this->setAutoTransition = false;
}
void MatrixDisplayUi::setsetAutoTransitionForwards()
{
this->state.appTransitionDirection = 1;
this->lastTransitionDirection = 1;
}
void MatrixDisplayUi::setsetAutoTransitionBackwards()
{
this->state.appTransitionDirection = -1;
this->lastTransitionDirection = -1;
}
void MatrixDisplayUi::setTimePerApp(uint16_t time)
{
this->ticksPerApp = (int)((float)time / (float)updateInterval);
}
void MatrixDisplayUi::setTimePerTransition(uint16_t time)
{
this->ticksPerTransition = (int)((float)time / (float)updateInterval);
}
// -/----- App settings -----\-
void MatrixDisplayUi::setAppAnimation(AnimationDirection dir)
{
this->appAnimationDirection = dir;
}
void MatrixDisplayUi::setApps(const std::vector<std::pair<String, AppCallback>> &appPairs)
{
delete[] AppFunctions;
AppCount = appPairs.size();
AppFunctions = new AppCallback[AppCount];
for (size_t i = 0; i < AppCount; ++i)
{
AppFunctions[i] = appPairs[i].second;
}
this->resetState();
}
// -/----- Overlays ------\-
void MatrixDisplayUi::setOverlays(OverlayCallback *overlayFunctions, uint8_t overlayCount)
{
this->overlayFunctions = overlayFunctions;
this->overlayCount = overlayCount;
}
// -/----- Manuel control -----\-
void MatrixDisplayUi::nextApp()
{
if (this->state.appState != IN_TRANSITION)
{
this->state.manuelControll = true;
this->state.appState = IN_TRANSITION;
this->state.ticksSinceLastStateSwitch = 0;
this->lastTransitionDirection = this->state.appTransitionDirection;
this->state.appTransitionDirection = 1;
}
}
void MatrixDisplayUi::previousApp()
{
if (this->state.appState != IN_TRANSITION)
{
this->state.manuelControll = true;
this->state.appState = IN_TRANSITION;
this->state.ticksSinceLastStateSwitch = 0;
this->lastTransitionDirection = this->state.appTransitionDirection;
this->state.appTransitionDirection = -1;
}
}
void MatrixDisplayUi::switchToApp(uint8_t app)
{
if (app >= this->AppCount)
return;
this->state.ticksSinceLastStateSwitch = 0;
if (app == this->state.currentApp)
return;
this->state.appState = FIXED;
this->state.currentApp = app;
}
void MatrixDisplayUi::transitionToApp(uint8_t app)
{
if (app >= this->AppCount)
return;
this->state.ticksSinceLastStateSwitch = 0;
if (app == this->state.currentApp)
return;
this->nextAppNumber = app;
this->lastTransitionDirection = this->state.appTransitionDirection;
this->state.manuelControll = true;
this->state.appState = IN_TRANSITION;
this->state.appTransitionDirection = app < this->state.currentApp ? -1 : 1;
}
// -/----- State information -----\-
MatrixDisplayUiState *MatrixDisplayUi::getUiState()
{
return &this->state;
}
int8_t MatrixDisplayUi::update()
{
long appStart = millis();
int8_t timeBudget = this->updateInterval - (appStart - this->state.lastUpdate);
if (timeBudget <= 0)
{
// Implement frame skipping to ensure time budget is keept
if (this->setAutoTransition && this->state.lastUpdate != 0)
this->state.ticksSinceLastStateSwitch += ceil(-timeBudget / this->updateInterval);
this->state.lastUpdate = appStart;
this->tick();
}
return this->updateInterval - (millis() - appStart);
}
void MatrixDisplayUi::tick()
{
this->state.ticksSinceLastStateSwitch++;
if (this->AppCount > 0)
{
switch (this->state.appState)
{
case IN_TRANSITION:
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerTransition)
{
this->state.appState = FIXED;
this->state.currentApp = getnextAppNumber();
this->state.ticksSinceLastStateSwitch = 0;
this->nextAppNumber = -1;
}
break;
case FIXED:
// Revert manuelControll
if (this->state.manuelControll)
{
this->state.appTransitionDirection = this->lastTransitionDirection;
this->state.manuelControll = false;
}
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerApp)
{
if (this->setAutoTransition)
{
this->state.appState = IN_TRANSITION;
}
this->state.ticksSinceLastStateSwitch = 0;
}
break;
}
}
this->matrix->clear();
if (this->AppCount > 0)
this->drawApp();
this->drawOverlays();
this->matrix->show();
}
void MatrixDisplayUi::drawApp()
{
switch (this->state.appState)
{
case IN_TRANSITION:
{
float progress = (float)this->state.ticksSinceLastStateSwitch / (float)this->ticksPerTransition;
int16_t x, y, x1, y1;
switch (this->appAnimationDirection)
{
case SLIDE_UP:
x = 0;
y = -8 * progress;
x1 = 0;
y1 = y + 8;
break;
case SLIDE_DOWN:
x = 0;
y = 8 * progress;
x1 = 0;
y1 = y - 8;
break;
}
// Invert animation if direction is reversed.
int8_t dir = this->state.appTransitionDirection >= 0 ? 1 : -1;
x *= dir;
y *= dir;
x1 *= dir;
y1 *= dir;
bool FirstApp = progress < 0.2;
bool LastApp = progress > 0.8;
this->matrix->drawRect(x, y, x1, y1, matrix->Color(0, 0, 0));
(this->AppFunctions[this->state.currentApp])(this->matrix, &this->state, x, y, FirstApp, LastApp, &gif1);
(this->AppFunctions[this->getnextAppNumber()])(this->matrix, &this->state, x1, y1, FirstApp, LastApp, &gif2);
break;
}
case FIXED:
(this->AppFunctions[this->state.currentApp])(this->matrix, &this->state, 0, 0, false, false, &gif2);
break;
}
}
void MatrixDisplayUi::resetState()
{
this->state.lastUpdate = 0;
this->state.ticksSinceLastStateSwitch = 0;
this->state.appState = FIXED;
this->state.currentApp = 0;
}
void MatrixDisplayUi::drawOverlays()
{
for (uint8_t i = 0; i < this->overlayCount; i++)
{
(this->overlayFunctions[i])(this->matrix, &this->state, &gif2);
}
}
uint8_t MatrixDisplayUi::getnextAppNumber()
{
if (this->nextAppNumber != -1)
return this->nextAppNumber;
return (this->state.currentApp + this->AppCount + this->state.appTransitionDirection) % this->AppCount;
}