Files
awtrix-light/lib/MatrixUI/MatrixDisplayUi.cpp
Stephan Mühl e66713fd28 v0.40
- fixes a bug in text lengths calculations with spaces
- adds the onscreen menu option to disable or enable internal apps

Many options are moved from webinterface to onscreen menu the last few versions. if you running awtrix light for some versions now, it could be necessary to delete your config.json and restart in order to cleanup your webinterface.

closes #14
2023-03-26 01:59:04 +01:00

304 lines
8.6 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 ticksPerFrame
float changeRatio = oldInterval / (float)this->updateInterval;
this->ticksPerFrame *= changeRatio;
this->ticksPerTransition *= changeRatio;
}
// -/------ Automatic controll ------\-
void MatrixDisplayUi::enablesetAutoTransition()
{
this->setAutoTransition = true;
}
void MatrixDisplayUi::disablesetAutoTransition()
{
this->setAutoTransition = false;
}
void MatrixDisplayUi::setsetAutoTransitionForwards()
{
this->state.frameTransitionDirection = 1;
this->lastTransitionDirection = 1;
}
void MatrixDisplayUi::setsetAutoTransitionBackwards()
{
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<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.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->setAutoTransition && 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++;
if (this->AppCount > 0)
{
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->setAutoTransition)
{
this->state.frameState = 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.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 < 0.2;
bool LastFrame = progress > 0.8;
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;
}