407 wiersze
13 KiB
C++
407 wiersze
13 KiB
C++
/**
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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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*
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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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#include "OLEDDisplayUi.h"
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OLEDDisplayUi::OLEDDisplayUi(OLEDDisplay *display) {
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this->display = display;
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}
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void OLEDDisplayUi::init() {
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this->display->init();
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}
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void OLEDDisplayUi::setTargetFPS(uint8_t fps){
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float oldInterval = this->updateInterval;
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this->updateInterval = ((float) 1.0 / (float) fps) * 1000;
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// Calculate new ticksPerFrame
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float changeRatio = oldInterval / (float) this->updateInterval;
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this->ticksPerFrame *= changeRatio;
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this->ticksPerTransition *= changeRatio;
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}
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// -/------ Automatic controll ------\-
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void OLEDDisplayUi::enableAutoTransition(){
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this->autoTransition = true;
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}
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void OLEDDisplayUi::disableAutoTransition(){
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this->autoTransition = false;
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}
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void OLEDDisplayUi::setAutoTransitionForwards(){
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this->state.frameTransitionDirection = 1;
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this->lastTransitionDirection = 1;
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}
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void OLEDDisplayUi::setAutoTransitionBackwards(){
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this->state.frameTransitionDirection = -1;
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this->lastTransitionDirection = -1;
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}
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void OLEDDisplayUi::setTimePerFrame(uint16_t time){
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this->ticksPerFrame = (int) ( (float) time / (float) updateInterval);
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}
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void OLEDDisplayUi::setTimePerTransition(uint16_t time){
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this->ticksPerTransition = (int) ( (float) time / (float) updateInterval);
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}
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// -/------ Customize indicator position and style -------\-
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void OLEDDisplayUi::enableIndicator(){
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this->state.isIndicatorDrawen = true;
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}
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void OLEDDisplayUi::disableIndicator(){
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this->state.isIndicatorDrawen = false;
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}
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void OLEDDisplayUi::enableAllIndicators(){
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this->shouldDrawIndicators = true;
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}
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void OLEDDisplayUi::disableAllIndicators(){
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this->shouldDrawIndicators = false;
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}
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void OLEDDisplayUi::setIndicatorPosition(IndicatorPosition pos) {
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this->indicatorPosition = pos;
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}
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void OLEDDisplayUi::setIndicatorDirection(IndicatorDirection dir) {
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this->indicatorDirection = dir;
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}
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void OLEDDisplayUi::setActiveSymbol(const char* symbol) {
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this->activeSymbol = symbol;
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}
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void OLEDDisplayUi::setInactiveSymbol(const char* symbol) {
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this->inactiveSymbol = symbol;
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}
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// -/----- Frame settings -----\-
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void OLEDDisplayUi::setFrameAnimation(AnimationDirection dir) {
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this->frameAnimationDirection = dir;
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}
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void OLEDDisplayUi::setFrames(FrameCallback* frameFunctions, uint8_t frameCount) {
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this->frameFunctions = frameFunctions;
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this->frameCount = frameCount;
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this->resetState();
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}
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// -/----- Overlays ------\-
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void OLEDDisplayUi::setOverlays(OverlayCallback* overlayFunctions, uint8_t overlayCount){
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this->overlayFunctions = overlayFunctions;
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this->overlayCount = overlayCount;
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}
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// -/----- Loading Process -----\-
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void OLEDDisplayUi::setLoadingDrawFunction(LoadingDrawFunction loadingDrawFunction) {
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this->loadingDrawFunction = loadingDrawFunction;
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}
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void OLEDDisplayUi::runLoadingProcess(LoadingStage* stages, uint8_t stagesCount) {
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uint8_t progress = 0;
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uint8_t increment = 100 / stagesCount;
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for (uint8_t i = 0; i < stagesCount; i++) {
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display->clear();
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this->loadingDrawFunction(this->display, &stages[i], progress);
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display->display();
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stages[i].callback();
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progress += increment;
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yield();
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}
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display->clear();
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this->loadingDrawFunction(this->display, &stages[stagesCount-1], progress);
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display->display();
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delay(150);
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}
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// -/----- Manuel control -----\-
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void OLEDDisplayUi::nextFrame() {
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if (this->state.frameState != IN_TRANSITION) {
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this->state.manuelControll = true;
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this->state.frameState = IN_TRANSITION;
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this->state.ticksSinceLastStateSwitch = 0;
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this->lastTransitionDirection = this->state.frameTransitionDirection;
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this->state.frameTransitionDirection = 1;
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}
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}
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void OLEDDisplayUi::previousFrame() {
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if (this->state.frameState != IN_TRANSITION) {
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this->state.manuelControll = true;
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this->state.frameState = IN_TRANSITION;
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this->state.ticksSinceLastStateSwitch = 0;
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this->lastTransitionDirection = this->state.frameTransitionDirection;
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this->state.frameTransitionDirection = -1;
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}
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}
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void OLEDDisplayUi::switchToFrame(uint8_t frame) {
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if (frame >= this->frameCount) return;
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this->state.ticksSinceLastStateSwitch = 0;
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if (frame == this->state.currentFrame) return;
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this->state.frameState = FIXED;
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this->state.currentFrame = frame;
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this->state.isIndicatorDrawen = true;
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}
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void OLEDDisplayUi::transitionToFrame(uint8_t frame) {
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if (frame >= this->frameCount) return;
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this->state.ticksSinceLastStateSwitch = 0;
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if (frame == this->state.currentFrame) return;
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this->nextFrameNumber = frame;
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this->lastTransitionDirection = this->state.frameTransitionDirection;
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this->state.manuelControll = true;
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this->state.frameState = IN_TRANSITION;
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this->state.frameTransitionDirection = frame < this->state.currentFrame ? -1 : 1;
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}
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// -/----- State information -----\-
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OLEDDisplayUiState* OLEDDisplayUi::getUiState(){
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return &this->state;
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}
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int8_t OLEDDisplayUi::update(){
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long frameStart = millis();
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int8_t timeBudget = this->updateInterval - (frameStart - this->state.lastUpdate);
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if ( timeBudget <= 0) {
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// Implement frame skipping to ensure time budget is keept
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if (this->autoTransition && this->state.lastUpdate != 0) this->state.ticksSinceLastStateSwitch += ceil(-timeBudget / this->updateInterval);
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this->state.lastUpdate = frameStart;
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this->tick();
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}
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return this->updateInterval - (millis() - frameStart);
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}
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void OLEDDisplayUi::tick() {
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this->state.ticksSinceLastStateSwitch++;
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switch (this->state.frameState) {
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case IN_TRANSITION:
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if (this->state.ticksSinceLastStateSwitch >= this->ticksPerTransition){
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this->state.frameState = FIXED;
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this->state.currentFrame = getNextFrameNumber();
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this->state.ticksSinceLastStateSwitch = 0;
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this->nextFrameNumber = -1;
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}
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break;
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case FIXED:
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// Revert manuelControll
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if (this->state.manuelControll) {
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this->state.frameTransitionDirection = this->lastTransitionDirection;
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this->state.manuelControll = false;
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}
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if (this->state.ticksSinceLastStateSwitch >= this->ticksPerFrame){
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if (this->autoTransition){
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this->state.frameState = IN_TRANSITION;
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}
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this->state.ticksSinceLastStateSwitch = 0;
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}
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break;
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}
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this->display->clear();
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this->drawFrame();
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if (shouldDrawIndicators) {
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this->drawIndicator();
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}
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this->drawOverlays();
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this->display->display();
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}
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void OLEDDisplayUi::resetState() {
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this->state.lastUpdate = 0;
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this->state.ticksSinceLastStateSwitch = 0;
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this->state.frameState = FIXED;
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this->state.currentFrame = 0;
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this->state.isIndicatorDrawen = true;
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}
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void OLEDDisplayUi::drawFrame(){
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switch (this->state.frameState){
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case IN_TRANSITION: {
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float progress = (float) this->state.ticksSinceLastStateSwitch / (float) this->ticksPerTransition;
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int16_t x, y, x1, y1;
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switch(this->frameAnimationDirection){
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case SLIDE_LEFT:
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x = -128 * progress;
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y = 0;
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x1 = x + 128;
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y1 = 0;
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break;
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case SLIDE_RIGHT:
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x = 128 * progress;
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y = 0;
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x1 = x - 128;
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y1 = 0;
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break;
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case SLIDE_UP:
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x = 0;
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y = -64 * progress;
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x1 = 0;
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y1 = y + 64;
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break;
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case SLIDE_DOWN:
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x = 0;
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y = 64 * progress;
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x1 = 0;
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y1 = y - 64;
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break;
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}
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// Invert animation if direction is reversed.
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int8_t dir = this->state.frameTransitionDirection >= 0 ? 1 : -1;
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x *= dir; y *= dir; x1 *= dir; y1 *= dir;
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bool drawenCurrentFrame;
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// Prope each frameFunction for the indicator Drawen state
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this->enableIndicator();
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(this->frameFunctions[this->state.currentFrame])(this->display, &this->state, x, y);
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drawenCurrentFrame = this->state.isIndicatorDrawen;
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this->enableIndicator();
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(this->frameFunctions[this->getNextFrameNumber()])(this->display, &this->state, x1, y1);
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// Build up the indicatorDrawState
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if (drawenCurrentFrame && !this->state.isIndicatorDrawen) {
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// Drawen now but not next
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this->indicatorDrawState = 2;
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} else if (!drawenCurrentFrame && this->state.isIndicatorDrawen) {
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// Not drawen now but next
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this->indicatorDrawState = 1;
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} else if (!drawenCurrentFrame && !this->state.isIndicatorDrawen) {
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// Not drawen in both frames
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this->indicatorDrawState = 3;
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}
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// If the indicator isn't draw in the current frame
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// reflect it in state.isIndicatorDrawen
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if (!drawenCurrentFrame) this->state.isIndicatorDrawen = false;
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break;
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}
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case FIXED:
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// Always assume that the indicator is drawn!
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// And set indicatorDrawState to "not known yet"
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this->indicatorDrawState = 0;
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this->enableIndicator();
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(this->frameFunctions[this->state.currentFrame])(this->display, &this->state, 0, 0);
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break;
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}
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}
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void OLEDDisplayUi::drawIndicator() {
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// Only draw if the indicator is invisible
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// for both frames or
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// the indiactor is shown and we are IN_TRANSITION
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if (this->indicatorDrawState == 3 || (!this->state.isIndicatorDrawen && this->state.frameState != IN_TRANSITION)) {
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return;
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}
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uint8_t posOfHighlightFrame;
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float indicatorFadeProgress = 0;
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// if the indicator needs to be slided in we want to
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// highlight the next frame in the transition
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uint8_t frameToHighlight = this->indicatorDrawState == 1 ? this->getNextFrameNumber() : this->state.currentFrame;
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// Calculate the frame that needs to be highlighted
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// based on the Direction the indiactor is drawn
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switch (this->indicatorDirection){
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case LEFT_RIGHT:
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posOfHighlightFrame = frameToHighlight;
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break;
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case RIGHT_LEFT:
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posOfHighlightFrame = this->frameCount - frameToHighlight;
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break;
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}
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switch (this->indicatorDrawState) {
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case 1: // Indicator was not drawn in this frame but will be in next
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// Slide IN
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indicatorFadeProgress = 1 - ((float) this->state.ticksSinceLastStateSwitch / (float) this->ticksPerTransition);
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break;
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case 2: // Indicator was drawn in this frame but not in next
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// Slide OUT
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indicatorFadeProgress = ((float) this->state.ticksSinceLastStateSwitch / (float) this->ticksPerTransition);
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break;
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}
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uint16_t frameStartPos = (12 * frameCount / 2);
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const char *image;
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uint16_t x,y;
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for (byte i = 0; i < this->frameCount; i++) {
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switch (this->indicatorPosition){
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case TOP:
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y = 0 - (8 * indicatorFadeProgress);
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x = 64 - frameStartPos + 12 * i;
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break;
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case BOTTOM:
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y = 56 + (8 * indicatorFadeProgress);
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x = 64 - frameStartPos + 12 * i;
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break;
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case RIGHT:
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x = 120 + (8 * indicatorFadeProgress);
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y = 32 - frameStartPos + 2 + 12 * i;
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break;
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case LEFT:
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x = 0 - (8 * indicatorFadeProgress);
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y = 32 - frameStartPos + 2 + 12 * i;
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break;
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}
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if (posOfHighlightFrame == i) {
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image = this->activeSymbol;
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} else {
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image = this->inactiveSymbol;
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}
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this->display->drawFastImage(x, y, 8, 8, image);
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}
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}
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void OLEDDisplayUi::drawOverlays() {
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for (uint8_t i=0;i<this->overlayCount;i++){
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(this->overlayFunctions[i])(this->display, &this->state);
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}
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}
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uint8_t OLEDDisplayUi::getNextFrameNumber(){
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if (this->nextFrameNumber != -1) return this->nextFrameNumber;
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return (this->state.currentFrame + this->frameCount + this->state.frameTransitionDirection) % this->frameCount;
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}
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