Files
awtrix-light/lib/MatrixUI/MatrixDisplayUi.cpp
Stephan Mühl 39e1b0b0dd v0.45
- Introduces an function that allows users to add, remove, and rearrange multiple apps on the device at once via MQTT. This provides greater flexibility and customization options. Please note that this function is experimental and should be used with caution.

https://blueforcer.github.io/awtrix-light/#/mqtt?id=addremove-and-rearange-apps
2023-03-31 00:18:32 +02:00

290 lines
8.3 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 "AwtrixFont.h"
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);
}
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 app 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);
(this->AppFunctions[this->getnextAppNumber()])(this->matrix, &this->state, x1, y1, FirstApp, LastApp);
break;
}
case FIXED:
(this->AppFunctions[this->state.currentApp])(this->matrix, &this->state, 0, 0, false, false);
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);
}
}
uint8_t MatrixDisplayUi::getnextAppNumber()
{
if (this->nextAppNumber != -1)
return this->nextAppNumber;
return (this->state.currentApp + this->AppCount + this->state.appTransitionDirection) % this->AppCount;
}