Files
awtrix-light/lib/MatrixUI/MatrixDisplayUi.cpp
Stephan Mühl adb5102869 release
2023-03-22 12:15:18 +01:00

300 lines
8.4 KiB
C++

/**
* The MIT License (MIT)
*
* Copyright (c) 2016 by Daniel Eichhorn
* Copyright (c) 2016 by Fabrice Weinberg
* Copyright (c) 2016 by Fabrice Weinberg
* Highly modified 2023 for AWTRIX Light by Stephan Muehl (Blueforcer)
*
* 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 ticksPerFrame
float changeRatio = oldInterval / (float)this->updateInterval;
this->ticksPerFrame *= changeRatio;
this->ticksPerTransition *= changeRatio;
}
// -/------ Automatic controll ------\-
void MatrixDisplayUi::enableAutoTransition()
{
this->autoTransition = true;
}
void MatrixDisplayUi::disableAutoTransition()
{
this->autoTransition = false;
}
void MatrixDisplayUi::setAutoTransitionForwards()
{
this->state.frameTransitionDirection = 1;
this->lastTransitionDirection = 1;
}
void MatrixDisplayUi::setAutoTransitionBackwards()
{
this->state.frameTransitionDirection = -1;
this->lastTransitionDirection = -1;
}
void MatrixDisplayUi::setTimePerApp(uint16_t time)
{
this->ticksPerFrame = (int)((float)time / (float)updateInterval);
}
void MatrixDisplayUi::setTimePerTransition(uint16_t time)
{
this->ticksPerTransition = (int)((float)time / (float)updateInterval);
}
// -/----- Frame settings -----\-
void MatrixDisplayUi::setAppAnimation(AnimationDirection dir)
{
this->frameAnimationDirection = dir;
}
void MatrixDisplayUi::setApps(const std::vector<std::pair<uint16_t, 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.frameState != IN_TRANSITION)
{
this->state.manuelControll = true;
this->state.frameState = IN_TRANSITION;
this->state.ticksSinceLastStateSwitch = 0;
this->lastTransitionDirection = this->state.frameTransitionDirection;
this->state.frameTransitionDirection = 1;
}
}
void MatrixDisplayUi::previousApp()
{
if (this->state.frameState != IN_TRANSITION)
{
this->state.manuelControll = true;
this->state.frameState = IN_TRANSITION;
this->state.ticksSinceLastStateSwitch = 0;
this->lastTransitionDirection = this->state.frameTransitionDirection;
this->state.frameTransitionDirection = -1;
}
}
void MatrixDisplayUi::switchToApp(uint8_t frame)
{
if (frame >= this->AppCount)
return;
this->state.ticksSinceLastStateSwitch = 0;
if (frame == this->state.currentFrame)
return;
this->state.frameState = FIXED;
this->state.currentFrame = frame;
}
void MatrixDisplayUi::transitionToApp(uint8_t frame)
{
if (frame >= this->AppCount)
return;
this->state.ticksSinceLastStateSwitch = 0;
if (frame == this->state.currentFrame)
return;
this->nextAppNumber = frame;
this->lastTransitionDirection = this->state.frameTransitionDirection;
this->state.manuelControll = true;
this->state.frameState = IN_TRANSITION;
this->state.frameTransitionDirection = frame < this->state.currentFrame ? -1 : 1;
}
// -/----- State information -----\-
MatrixDisplayUiState *MatrixDisplayUi::getUiState()
{
return &this->state;
}
int8_t MatrixDisplayUi::update()
{
long frameStart = millis();
int8_t timeBudget = this->updateInterval - (frameStart - this->state.lastUpdate);
if (timeBudget <= 0)
{
// Implement frame skipping to ensure time budget is keept
if (this->autoTransition && this->state.lastUpdate != 0)
this->state.ticksSinceLastStateSwitch += ceil(-timeBudget / this->updateInterval);
this->state.lastUpdate = frameStart;
this->tick();
}
return this->updateInterval - (millis() - frameStart);
}
void MatrixDisplayUi::tick()
{
this->state.ticksSinceLastStateSwitch++;
switch (this->state.frameState)
{
case IN_TRANSITION:
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerTransition)
{
this->state.frameState = FIXED;
this->state.currentFrame = getnextAppNumber();
this->state.ticksSinceLastStateSwitch = 0;
this->nextAppNumber = -1;
}
break;
case FIXED:
// Revert manuelControll
if (this->state.manuelControll)
{
this->state.frameTransitionDirection = this->lastTransitionDirection;
this->state.manuelControll = false;
}
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerFrame)
{
if (this->autoTransition)
{
this->state.frameState = IN_TRANSITION;
}
this->state.ticksSinceLastStateSwitch = 0;
}
break;
}
this->matrix->clear();
this->drawApp();
this->drawOverlays();
this->matrix->show();
}
void MatrixDisplayUi::drawApp()
{
switch (this->state.frameState)
{
case IN_TRANSITION:
{
float progress = (float)this->state.ticksSinceLastStateSwitch / (float)this->ticksPerTransition;
int16_t x, y, x1, y1;
switch (this->frameAnimationDirection)
{
case SLIDE_LEFT:
x = -32 * progress;
y = 0;
x1 = x + 32;
y1 = 0;
break;
case SLIDE_RIGHT:
x = 32 * progress;
y = 0;
x1 = x - 32;
y1 = 0;
break;
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.frameTransitionDirection >= 0 ? 1 : -1;
x *= dir;
y *= dir;
x1 *= dir;
y1 *= dir;
bool FirstFrame = progress < 0.1;
bool LastFrame = progress > 0.9;
this->matrix->drawRect(x, y, x1, y1, matrix->Color(0, 0, 0));
(this->AppFunctions[this->state.currentFrame])(this->matrix, &this->state, x, y, FirstFrame, LastFrame);
(this->AppFunctions[this->getnextAppNumber()])(this->matrix, &this->state, x1, y1, FirstFrame, LastFrame);
break;
}
case FIXED:
(this->AppFunctions[this->state.currentFrame])(this->matrix, &this->state, 0, 0, false, false);
break;
}
}
void MatrixDisplayUi::resetState()
{
this->state.lastUpdate = 0;
this->state.ticksSinceLastStateSwitch = 0;
this->state.frameState = FIXED;
this->state.currentFrame = 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.currentFrame + this->AppCount + this->state.frameTransitionDirection) % this->AppCount;
}