Extract animations into a subcrate
This commit is contained in:
parent
911bc97b69
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288cecc92f
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use fixed::types::U16F0;
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use crate::{
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calculate_frames, Animation, BodyPattern, DashboardPattern, Fade, FadeDirection, Instant, BLINKER_FRAMES, LEFT_BLINKER_BODY, LEFT_BLINKER_DASHBOARD, OFF_BODY, OFF_DASHBOARD, RIGHT_BLINKER_BODY, RIGHT_BLINKER_DASHBOARD
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};
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pub enum BlinkerDirection {
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Left,
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Right,
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}
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pub struct Blinker {
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transition: Fade,
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fade_in: Fade,
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fade_out: Fade,
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direction: FadeDirection,
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start_time: Instant,
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frames: U16F0,
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}
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impl Blinker {
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pub fn new(
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starting_dashboard: DashboardPattern,
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starting_body: BodyPattern,
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direction: BlinkerDirection,
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time: Instant,
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) -> Self {
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let mut ending_dashboard = OFF_DASHBOARD.clone();
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match direction {
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BlinkerDirection::Left => {
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ending_dashboard[0].r = LEFT_BLINKER_DASHBOARD[0].r;
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ending_dashboard[0].g = LEFT_BLINKER_DASHBOARD[0].g;
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ending_dashboard[0].b = LEFT_BLINKER_DASHBOARD[0].b;
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}
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BlinkerDirection::Right => {
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ending_dashboard[2].r = RIGHT_BLINKER_DASHBOARD[2].r;
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ending_dashboard[2].g = RIGHT_BLINKER_DASHBOARD[2].g;
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ending_dashboard[2].b = RIGHT_BLINKER_DASHBOARD[2].b;
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}
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}
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let mut ending_body = OFF_BODY.clone();
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match direction {
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BlinkerDirection::Left => {
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for i in 0..30 {
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ending_body[i].r = LEFT_BLINKER_BODY[i].r;
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ending_body[i].g = LEFT_BLINKER_BODY[i].g;
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ending_body[i].b = LEFT_BLINKER_BODY[i].b;
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}
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}
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BlinkerDirection::Right => {
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for i in 30..60 {
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ending_body[i].r = RIGHT_BLINKER_BODY[i].r;
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ending_body[i].g = RIGHT_BLINKER_BODY[i].g;
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ending_body[i].b = RIGHT_BLINKER_BODY[i].b;
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}
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}
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}
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Blinker {
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transition: Fade::new(
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starting_dashboard.clone(),
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starting_body.clone(),
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ending_dashboard.clone(),
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ending_body.clone(),
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BLINKER_FRAMES,
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time,
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),
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fade_in: Fade::new(
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OFF_DASHBOARD.clone(),
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OFF_BODY.clone(),
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ending_dashboard.clone(),
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ending_body.clone(),
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BLINKER_FRAMES,
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time,
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),
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fade_out: Fade::new(
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ending_dashboard.clone(),
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ending_body.clone(),
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OFF_DASHBOARD.clone(),
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OFF_BODY.clone(),
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BLINKER_FRAMES,
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time,
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),
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direction: FadeDirection::Transition,
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start_time: time,
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frames: BLINKER_FRAMES,
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}
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}
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}
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impl Animation for Blinker {
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fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern) {
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let frames = calculate_frames(self.start_time.0, time.0);
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if frames > self.frames {
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match self.direction {
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FadeDirection::Transition => {
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self.direction = FadeDirection::FadeOut;
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self.fade_out.start_time = time;
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}
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FadeDirection::FadeIn => {
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self.direction = FadeDirection::FadeOut;
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self.fade_out.start_time = time;
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}
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FadeDirection::FadeOut => {
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self.direction = FadeDirection::FadeIn;
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self.fade_in.start_time = time;
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}
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}
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self.start_time = time;
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}
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match self.direction {
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FadeDirection::Transition => self.transition.tick(time),
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FadeDirection::FadeIn => self.fade_in.tick(time),
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FadeDirection::FadeOut => self.fade_out.tick(time),
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}
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}
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}
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@ -0,0 +1,100 @@
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use fixed::types::{I8F8, U16F0};
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use crate::{calculate_frames, calculate_slope, linear_ease, Animation, BodyPattern, DashboardPattern, Instant, OFF_BODY, OFF_DASHBOARD, RGB};
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pub struct Fade {
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starting_dashboard: DashboardPattern,
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starting_lights: BodyPattern,
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pub start_time: Instant,
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dashboard_slope: [RGB<I8F8>; 3],
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body_slope: [RGB<I8F8>; 60],
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frames: U16F0,
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}
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impl Fade {
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pub fn new(
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dashboard: DashboardPattern,
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lights: BodyPattern,
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ending_dashboard: DashboardPattern,
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ending_lights: BodyPattern,
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frames: U16F0,
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time: Instant,
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) -> Self {
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let mut dashboard_slope = [Default::default(); 3];
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let mut body_slope = [Default::default(); 60];
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for i in 0..3 {
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let slope = RGB {
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r: calculate_slope(dashboard[i].r, ending_dashboard[i].r, frames),
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g: calculate_slope(dashboard[i].g, ending_dashboard[i].g, frames),
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b: calculate_slope(dashboard[i].b, ending_dashboard[i].b, frames),
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};
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dashboard_slope[i] = slope;
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}
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for i in 0..60 {
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let slope = RGB {
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r: calculate_slope(lights[i].r, ending_lights[i].r, frames),
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g: calculate_slope(lights[i].g, ending_lights[i].g, frames),
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b: calculate_slope(lights[i].b, ending_lights[i].b, frames),
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};
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body_slope[i] = slope;
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}
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Self {
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starting_dashboard: dashboard,
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starting_lights: lights,
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start_time: time,
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dashboard_slope,
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body_slope,
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frames,
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}
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}
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}
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impl Animation for Fade {
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fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern) {
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let mut frames = calculate_frames(self.start_time.0, time.0);
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if frames > self.frames {
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frames = self.frames
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}
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let mut dashboard_pattern: DashboardPattern = OFF_DASHBOARD;
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let mut body_pattern: BodyPattern = OFF_BODY;
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for i in 0..3 {
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dashboard_pattern[i].r = linear_ease(
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self.starting_dashboard[i].r,
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frames,
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self.dashboard_slope[i].r,
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);
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dashboard_pattern[i].g = linear_ease(
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self.starting_dashboard[i].g,
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frames,
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self.dashboard_slope[i].g,
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);
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dashboard_pattern[i].b = linear_ease(
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self.starting_dashboard[i].b,
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frames,
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self.dashboard_slope[i].b,
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);
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}
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for i in 0..60 {
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body_pattern[i].r =
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linear_ease(self.starting_lights[i].r, frames, self.body_slope[i].r);
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body_pattern[i].g =
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linear_ease(self.starting_lights[i].g, frames, self.body_slope[i].g);
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body_pattern[i].b =
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linear_ease(self.starting_lights[i].b, frames, self.body_slope[i].b);
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}
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(dashboard_pattern, body_pattern)
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}
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}
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#[derive(Debug)]
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pub enum FadeDirection {
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Transition,
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FadeIn,
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FadeOut,
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}
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use crate::{Animation, BodyPattern, DashboardPattern, Instant};
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pub struct FlagRipple {
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dashboard: DashboardPattern,
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body: BodyPattern,
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centers: [usize; 12],
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}
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impl FlagRipple {
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fn new(dashboard: DashboardPattern, body: BodyPattern) -> Self {
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Self {
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dashboard,
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body,
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centers: [5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60],
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}
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}
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}
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impl Animation for FlagRipple {
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fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern, Option<Animation>) {
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// How does a flag ripple work? I think have some center points that are darker and have a
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// bit of a darker pattern around them.
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let mut body_pattern = self.body.clone();
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for i in 0..60 {
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if self.centers.contains(&i) {
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body_pattern[i].r = self.body[i].r / 2;
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body_pattern[i].g = self.body[i].g / 2;
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body_pattern[i].b = self.body[i].b / 2;
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} else {
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body_pattern[i].r = self.body[i].r;
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body_pattern[i].g = self.body[i].g;
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body_pattern[i].b = self.body[i].b;
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}
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}
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(self.dashboard, body_pattern, None)
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}
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}
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use fixed::types::{I48F16, I8F8, U128F0, U16F0};
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use az::*;
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use crate::{BodyPattern, DashboardPattern, Instant, FPS};
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mod blinker;
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pub use blinker::*;
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mod fade;
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pub use fade::*;
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pub trait Animation {
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fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern);
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}
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pub fn linear_ease(value: I8F8, frames: U16F0, slope: I8F8) -> I8F8 {
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let value_i16f16 = I48F16::from(value) + I48F16::from(frames) * I48F16::from(slope);
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value_i16f16.saturating_as()
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}
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pub fn calculate_frames(starting_time: U128F0, now: U128F0) -> U16F0 {
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let frames_128 = (now - starting_time) / U128F0::from(FPS);
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(frames_128 % U128F0::from(U16F0::MAX)).cast()
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}
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pub fn calculate_slope(start: I8F8, end: I8F8, frames: U16F0) -> I8F8 {
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let slope_i16f16 = (I48F16::from(end) - I48F16::from(start)) / I48F16::from(frames);
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slope_i16f16.saturating_as()
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}
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@ -12,27 +12,15 @@ use core::{
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};
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use fixed::types::{I48F16, I8F8, U128F0, U16F0};
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mod animations;
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pub use animations::*;
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mod patterns;
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pub use patterns::*;
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mod types;
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pub use types::{BodyPattern, DashboardPattern, RGB};
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fn calculate_frames(starting_time: U128F0, now: U128F0) -> U16F0 {
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let frames_128 = (now - starting_time) / U128F0::from(FPS);
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(frames_128 % U128F0::from(U16F0::MAX)).cast()
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}
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fn calculate_slope(start: I8F8, end: I8F8, frames: U16F0) -> I8F8 {
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let slope_i16f16 = (I48F16::from(end) - I48F16::from(start)) / I48F16::from(frames);
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slope_i16f16.saturating_as()
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}
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fn linear_ease(value: I8F8, frames: U16F0, slope: I8F8) -> I8F8 {
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let value_i16f16 = I48F16::from(value) + I48F16::from(frames) * I48F16::from(slope);
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value_i16f16.saturating_as()
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}
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#[derive(Clone, Copy, PartialOrd, Ord, PartialEq, Eq)]
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pub struct Instant(pub U128F0);
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fn update_lights(&self, dashboard_lights: DashboardPattern, body_lights: BodyPattern);
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}
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pub trait Animation {
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fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern);
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}
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/*
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pub struct DefaultAnimation {}
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impl Animation for DefaultAnimation {
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fn tick(&mut self, _: Instant) -> (DashboardPattern, BodyPattern) {
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(WATER_DASHBOARD, WATER_BODY)
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}
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}
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*/
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pub struct Fade {
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starting_dashboard: DashboardPattern,
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starting_lights: BodyPattern,
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start_time: Instant,
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dashboard_slope: [RGB<I8F8>; 3],
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body_slope: [RGB<I8F8>; 60],
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frames: U16F0,
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}
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impl Fade {
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fn new(
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dashboard: DashboardPattern,
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lights: BodyPattern,
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ending_dashboard: DashboardPattern,
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ending_lights: BodyPattern,
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frames: U16F0,
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time: Instant,
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) -> Self {
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let mut dashboard_slope = [Default::default(); 3];
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let mut body_slope = [Default::default(); 60];
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for i in 0..3 {
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let slope = RGB {
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r: calculate_slope(dashboard[i].r, ending_dashboard[i].r, frames),
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g: calculate_slope(dashboard[i].g, ending_dashboard[i].g, frames),
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b: calculate_slope(dashboard[i].b, ending_dashboard[i].b, frames),
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};
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dashboard_slope[i] = slope;
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}
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for i in 0..60 {
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let slope = RGB {
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r: calculate_slope(lights[i].r, ending_lights[i].r, frames),
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g: calculate_slope(lights[i].g, ending_lights[i].g, frames),
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b: calculate_slope(lights[i].b, ending_lights[i].b, frames),
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};
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body_slope[i] = slope;
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}
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Self {
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starting_dashboard: dashboard,
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starting_lights: lights,
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start_time: time,
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dashboard_slope,
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body_slope,
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frames,
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}
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}
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}
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impl Animation for Fade {
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fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern) {
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let mut frames = calculate_frames(self.start_time.0, time.0);
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if frames > self.frames {
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frames = self.frames
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}
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let mut dashboard_pattern: DashboardPattern = OFF_DASHBOARD;
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let mut body_pattern: BodyPattern = OFF_BODY;
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for i in 0..3 {
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dashboard_pattern[i].r = linear_ease(
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self.starting_dashboard[i].r,
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frames,
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self.dashboard_slope[i].r,
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);
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dashboard_pattern[i].g = linear_ease(
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self.starting_dashboard[i].g,
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frames,
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self.dashboard_slope[i].g,
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);
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dashboard_pattern[i].b = linear_ease(
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self.starting_dashboard[i].b,
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frames,
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self.dashboard_slope[i].b,
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);
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}
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for i in 0..60 {
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body_pattern[i].r =
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linear_ease(self.starting_lights[i].r, frames, self.body_slope[i].r);
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body_pattern[i].g =
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linear_ease(self.starting_lights[i].g, frames, self.body_slope[i].g);
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body_pattern[i].b =
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linear_ease(self.starting_lights[i].b, frames, self.body_slope[i].b);
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}
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(dashboard_pattern, body_pattern)
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}
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}
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#[derive(Debug)]
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pub enum FadeDirection {
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Transition,
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FadeIn,
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FadeOut,
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}
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pub enum BlinkerDirection {
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Left,
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Right,
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}
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pub struct Blinker {
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transition: Fade,
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fade_in: Fade,
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fade_out: Fade,
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direction: FadeDirection,
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start_time: Instant,
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frames: U16F0,
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}
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impl Blinker {
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fn new(
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starting_dashboard: DashboardPattern,
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starting_body: BodyPattern,
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direction: BlinkerDirection,
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time: Instant,
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) -> Self {
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let mut ending_dashboard = OFF_DASHBOARD.clone();
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match direction {
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BlinkerDirection::Left => {
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ending_dashboard[0].r = LEFT_BLINKER_DASHBOARD[0].r;
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ending_dashboard[0].g = LEFT_BLINKER_DASHBOARD[0].g;
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ending_dashboard[0].b = LEFT_BLINKER_DASHBOARD[0].b;
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}
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BlinkerDirection::Right => {
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ending_dashboard[2].r = RIGHT_BLINKER_DASHBOARD[2].r;
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ending_dashboard[2].g = RIGHT_BLINKER_DASHBOARD[2].g;
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ending_dashboard[2].b = RIGHT_BLINKER_DASHBOARD[2].b;
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}
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}
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let mut ending_body = OFF_BODY.clone();
|
||||
match direction {
|
||||
BlinkerDirection::Left => {
|
||||
for i in 0..30 {
|
||||
ending_body[i].r = LEFT_BLINKER_BODY[i].r;
|
||||
ending_body[i].g = LEFT_BLINKER_BODY[i].g;
|
||||
ending_body[i].b = LEFT_BLINKER_BODY[i].b;
|
||||
}
|
||||
}
|
||||
BlinkerDirection::Right => {
|
||||
for i in 30..60 {
|
||||
ending_body[i].r = RIGHT_BLINKER_BODY[i].r;
|
||||
ending_body[i].g = RIGHT_BLINKER_BODY[i].g;
|
||||
ending_body[i].b = RIGHT_BLINKER_BODY[i].b;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Blinker {
|
||||
transition: Fade::new(
|
||||
starting_dashboard.clone(),
|
||||
starting_body.clone(),
|
||||
ending_dashboard.clone(),
|
||||
ending_body.clone(),
|
||||
BLINKER_FRAMES,
|
||||
time,
|
||||
),
|
||||
fade_in: Fade::new(
|
||||
OFF_DASHBOARD.clone(),
|
||||
OFF_BODY.clone(),
|
||||
ending_dashboard.clone(),
|
||||
ending_body.clone(),
|
||||
BLINKER_FRAMES,
|
||||
time,
|
||||
),
|
||||
fade_out: Fade::new(
|
||||
ending_dashboard.clone(),
|
||||
ending_body.clone(),
|
||||
OFF_DASHBOARD.clone(),
|
||||
OFF_BODY.clone(),
|
||||
BLINKER_FRAMES,
|
||||
time,
|
||||
),
|
||||
direction: FadeDirection::Transition,
|
||||
start_time: time,
|
||||
frames: BLINKER_FRAMES,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Animation for Blinker {
|
||||
fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern) {
|
||||
let frames = calculate_frames(self.start_time.0, time.0);
|
||||
if frames > self.frames {
|
||||
match self.direction {
|
||||
FadeDirection::Transition => {
|
||||
self.direction = FadeDirection::FadeOut;
|
||||
self.fade_out.start_time = time;
|
||||
}
|
||||
FadeDirection::FadeIn => {
|
||||
self.direction = FadeDirection::FadeOut;
|
||||
self.fade_out.start_time = time;
|
||||
}
|
||||
FadeDirection::FadeOut => {
|
||||
self.direction = FadeDirection::FadeIn;
|
||||
self.fade_in.start_time = time;
|
||||
}
|
||||
}
|
||||
self.start_time = time;
|
||||
}
|
||||
|
||||
match self.direction {
|
||||
FadeDirection::Transition => self.transition.tick(time),
|
||||
FadeDirection::FadeIn => self.fade_in.tick(time),
|
||||
FadeDirection::FadeOut => self.fade_out.tick(time),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub enum Event {
|
||||
Brake,
|
||||
|
|
Loading…
Reference in New Issue