Vertical animation support for arm_atsam led_matrix (#4538)

* Add initial support for vertically-oriented animations

* DRY up vertical animation support

* Fix animation code for arm_atsam led_matrix to work in all directions

* Adjust py calculation to base off bottom rather than top
daktil_manuform
Ian O'Dea 2018-12-06 10:58:58 -06:00 committed by Drashna Jaelre
parent 42c9fd2625
commit 21bc230dfd
2 changed files with 43 additions and 31 deletions

View File

@ -226,7 +226,7 @@ void disp_pixel_setup(void)
while (cur < lede) while (cur < lede)
{ {
cur->px = (cur->x - disp.left) / disp.width * 100; cur->px = (cur->x - disp.left) / disp.width * 100;
cur->py = (cur->y - disp.top) / disp.height * 100; cur->py = (cur->y - disp.bottom) / disp.height * 100;
*cur->rgb.r = 0; *cur->rgb.r = 0;
*cur->rgb.g = 0; *cur->rgb.g = 0;
*cur->rgb.b = 0; *cur->rgb.b = 0;
@ -244,6 +244,7 @@ void led_matrix_prepare(void)
uint8_t led_enabled; uint8_t led_enabled;
float led_animation_speed; float led_animation_speed;
uint8_t led_animation_direction; uint8_t led_animation_direction;
uint8_t led_animation_orientation;
uint8_t led_animation_breathing; uint8_t led_animation_breathing;
uint8_t led_animation_breathe_cur; uint8_t led_animation_breathe_cur;
uint8_t breathe_step; uint8_t breathe_step;
@ -263,7 +264,7 @@ void led_matrix_run(void)
float ro; float ro;
float go; float go;
float bo; float bo;
float px; float po;
uint8_t led_this_run = 0; uint8_t led_this_run = 0;
led_setup_t *f = (led_setup_t*)led_setups[led_animation_id]; led_setup_t *f = (led_setup_t*)led_setups[led_animation_id];
@ -325,59 +326,68 @@ void led_matrix_run(void)
//Act on LED //Act on LED
for (fcur = 0; fcur < fmax; fcur++) for (fcur = 0; fcur < fmax; fcur++)
{ {
px = led_cur->px;
float pxmod; if (led_animation_orientation)
pxmod = (float)(disp.frame % (uint32_t)(1000.0f / led_animation_speed)) / 10.0f * led_animation_speed; {
po = led_cur->py;
}
else
{
po = led_cur->px;
}
float pomod;
pomod = (float)(disp.frame % (uint32_t)(1000.0f / led_animation_speed)) / 10.0f * led_animation_speed;
//Add in any moving effects //Add in any moving effects
if ((!led_animation_direction && f[fcur].ef & EF_SCR_R) || (led_animation_direction && (f[fcur].ef & EF_SCR_L))) if ((!led_animation_direction && f[fcur].ef & EF_SCR_R) || (led_animation_direction && (f[fcur].ef & EF_SCR_L)))
{ {
pxmod *= 100.0f; pomod *= 100.0f;
pxmod = (uint32_t)pxmod % 10000; pomod = (uint32_t)pomod % 10000;
pxmod /= 100.0f; pomod /= 100.0f;
px -= pxmod; po -= pomod;
if (px > 100) px -= 100; if (po > 100) po -= 100;
else if (px < 0) px += 100; else if (po < 0) po += 100;
} }
else if ((!led_animation_direction && f[fcur].ef & EF_SCR_L) || (led_animation_direction && (f[fcur].ef & EF_SCR_R))) else if ((!led_animation_direction && f[fcur].ef & EF_SCR_L) || (led_animation_direction && (f[fcur].ef & EF_SCR_R)))
{ {
pxmod *= 100.0f; pomod *= 100.0f;
pxmod = (uint32_t)pxmod % 10000; pomod = (uint32_t)pomod % 10000;
pxmod /= 100.0f; pomod /= 100.0f;
px += pxmod; po += pomod;
if (px > 100) px -= 100; if (po > 100) po -= 100;
else if (px < 0) px += 100; else if (po < 0) po += 100;
} }
//Check if LED's px is in current frame //Check if LED's po is in current frame
if (px < f[fcur].hs) continue; if (po < f[fcur].hs) continue;
if (px > f[fcur].he) continue; if (po > f[fcur].he) continue;
//note: < 0 or > 100 continue //note: < 0 or > 100 continue
//Calculate the px within the start-stop percentage for color blending //Calculate the po within the start-stop percentage for color blending
px = (px - f[fcur].hs) / (f[fcur].he - f[fcur].hs); po = (po - f[fcur].hs) / (f[fcur].he - f[fcur].hs);
//Add in any color effects //Add in any color effects
if (f[fcur].ef & EF_OVER) if (f[fcur].ef & EF_OVER)
{ {
ro = (px * (f[fcur].re - f[fcur].rs)) + f[fcur].rs;// + 0.5; ro = (po * (f[fcur].re - f[fcur].rs)) + f[fcur].rs;// + 0.5;
go = (px * (f[fcur].ge - f[fcur].gs)) + f[fcur].gs;// + 0.5; go = (po * (f[fcur].ge - f[fcur].gs)) + f[fcur].gs;// + 0.5;
bo = (px * (f[fcur].be - f[fcur].bs)) + f[fcur].bs;// + 0.5; bo = (po * (f[fcur].be - f[fcur].bs)) + f[fcur].bs;// + 0.5;
} }
else if (f[fcur].ef & EF_SUBTRACT) else if (f[fcur].ef & EF_SUBTRACT)
{ {
ro -= (px * (f[fcur].re - f[fcur].rs)) + f[fcur].rs;// + 0.5; ro -= (po * (f[fcur].re - f[fcur].rs)) + f[fcur].rs;// + 0.5;
go -= (px * (f[fcur].ge - f[fcur].gs)) + f[fcur].gs;// + 0.5; go -= (po * (f[fcur].ge - f[fcur].gs)) + f[fcur].gs;// + 0.5;
bo -= (px * (f[fcur].be - f[fcur].bs)) + f[fcur].bs;// + 0.5; bo -= (po * (f[fcur].be - f[fcur].bs)) + f[fcur].bs;// + 0.5;
} }
else else
{ {
ro += (px * (f[fcur].re - f[fcur].rs)) + f[fcur].rs;// + 0.5; ro += (po * (f[fcur].re - f[fcur].rs)) + f[fcur].rs;// + 0.5;
go += (px * (f[fcur].ge - f[fcur].gs)) + f[fcur].gs;// + 0.5; go += (po * (f[fcur].ge - f[fcur].gs)) + f[fcur].gs;// + 0.5;
bo += (px * (f[fcur].be - f[fcur].bs)) + f[fcur].bs;// + 0.5; bo += (po * (f[fcur].be - f[fcur].bs)) + f[fcur].bs;// + 0.5;
} }
} }
} }
@ -451,6 +461,7 @@ uint8_t led_matrix_init(void)
led_lighting_mode = LED_MODE_NORMAL; led_lighting_mode = LED_MODE_NORMAL;
led_animation_speed = 4.0f; led_animation_speed = 4.0f;
led_animation_direction = 0; led_animation_direction = 0;
led_animation_orientation = 0;
led_animation_breathing = 0; led_animation_breathing = 0;
led_animation_breathe_cur = BREATHE_MIN_STEP; led_animation_breathe_cur = BREATHE_MIN_STEP;
breathe_step = 1; breathe_step = 1;

View File

@ -125,6 +125,7 @@ extern uint8_t led_enabled;
extern float led_animation_speed; extern float led_animation_speed;
extern uint8_t led_lighting_mode; extern uint8_t led_lighting_mode;
extern uint8_t led_animation_direction; extern uint8_t led_animation_direction;
extern uint8_t led_animation_orientation;
extern uint8_t led_animation_breathing; extern uint8_t led_animation_breathing;
extern uint8_t led_animation_breathe_cur; extern uint8_t led_animation_breathe_cur;
extern uint8_t breathe_dir; extern uint8_t breathe_dir;