Improve the blinker animations and state transitions when switching blinkers
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72b62ecb5d
commit
d40e9bb3d0
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@ -11,13 +11,13 @@ use embedded_alloc::Heap;
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use embedded_hal::{blocking::spi::Write, digital::v2::InputPin};
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use fixed::types::I16F16;
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use fugit::RateExtU32;
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use lights_core::{App, BodyPattern, DashboardPattern, Event, Instant, State, FPS, UI};
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use lights_core::{App, BodyPattern, DashboardPattern, Event, Instant, FPS, UI};
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use panic_halt as _;
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use rp_pico::{
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entry,
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hal::{
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clocks::init_clocks_and_plls,
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gpio::{FunctionSio, Pin, PinId, PullDown, SioInput},
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gpio::{FunctionSio, Pin, PinId, PullUp, SioInput},
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pac::{CorePeripherals, Peripherals},
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spi::{Enabled, Spi, SpiDevice, ValidSpiPinout},
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watchdog::Watchdog,
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@ -30,7 +30,8 @@ use rp_pico::{
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static HEAP: Heap = Heap::empty();
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const LIGHT_SCALE: I16F16 = I16F16::lit("256.0");
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const GLOBAL_BRIGHTESS: u8 = 1;
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const DASHBOARD_BRIGHTESS: u8 = 1;
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const BODY_BRIGHTNESS: u8 = 8;
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struct BikeUI<
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D: SpiDevice,
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@ -41,10 +42,10 @@ struct BikeUI<
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NextId: PinId,
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> {
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spi: RefCell<Spi<Enabled, D, P, 8>>,
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left_blinker_button: Pin<LeftId, FunctionSio<SioInput>, PullDown>,
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right_blinker_button: Pin<RightId, FunctionSio<SioInput>, PullDown>,
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previous_animation_button: Pin<PreviousId, FunctionSio<SioInput>, PullDown>,
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next_animation_button: Pin<NextId, FunctionSio<SioInput>, PullDown>,
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left_blinker_button: Pin<LeftId, FunctionSio<SioInput>, PullUp>,
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right_blinker_button: Pin<RightId, FunctionSio<SioInput>, PullUp>,
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previous_animation_button: Pin<PreviousId, FunctionSio<SioInput>, PullUp>,
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next_animation_button: Pin<NextId, FunctionSio<SioInput>, PullUp>,
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}
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impl<
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@ -58,10 +59,10 @@ impl<
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{
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fn new(
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spi: Spi<Enabled, D, P, 8>,
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left_blinker_button: Pin<LeftId, FunctionSio<SioInput>, PullDown>,
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right_blinker_button: Pin<RightId, FunctionSio<SioInput>, PullDown>,
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previous_animation_button: Pin<PreviousId, FunctionSio<SioInput>, PullDown>,
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next_animation_button: Pin<NextId, FunctionSio<SioInput>, PullDown>,
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left_blinker_button: Pin<LeftId, FunctionSio<SioInput>, PullUp>,
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right_blinker_button: Pin<RightId, FunctionSio<SioInput>, PullUp>,
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previous_animation_button: Pin<PreviousId, FunctionSio<SioInput>, PullUp>,
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next_animation_button: Pin<NextId, FunctionSio<SioInput>, PullUp>,
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) -> Self {
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Self {
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spi: RefCell::new(spi),
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@ -83,13 +84,13 @@ impl<
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> UI for BikeUI<D, P, LeftId, RightId, PreviousId, NextId>
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{
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fn check_event(&self) -> Option<Event> {
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if self.left_blinker_button.is_high().unwrap_or(false) {
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if self.left_blinker_button.is_low().unwrap_or(false) {
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Some(Event::LeftBlinker)
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} else if self.right_blinker_button.is_high().unwrap_or(false) {
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} else if self.right_blinker_button.is_low().unwrap_or(false) {
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Some(Event::RightBlinker)
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} else if self.previous_animation_button.is_high().unwrap_or(false) {
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} else if self.previous_animation_button.is_low().unwrap_or(false) {
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Some(Event::PreviousPattern)
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} else if self.next_animation_button.is_high().unwrap_or(false) {
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} else if self.next_animation_button.is_low().unwrap_or(false) {
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Some(Event::NextPattern)
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} else {
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None
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@ -98,14 +99,12 @@ impl<
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fn update_lights(&self, dashboard_lights: DashboardPattern, body_lights: BodyPattern) {
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let mut lights: [u8; 20] = [0; 20];
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// Check https://www.pololu.com/product/3089 for the end frame calculations. It is not what
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// I thought.
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lights[16] = 0xff;
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lights[17] = 0xff;
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lights[18] = 0xff;
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lights[19] = 0xff;
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for (idx, rgb) in dashboard_lights.iter().enumerate() {
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lights[(idx + 1) * 4 + 0] = 0xe0 + GLOBAL_BRIGHTESS;
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lights[(idx + 1) * 4 + 0] = 0xe0 + DASHBOARD_BRIGHTESS;
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lights[(idx + 1) * 4 + 1] = (I16F16::from(rgb.r) * LIGHT_SCALE).saturating_as();
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lights[(idx + 1) * 4 + 2] = (I16F16::from(rgb.b) * LIGHT_SCALE).saturating_as();
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lights[(idx + 1) * 4 + 3] = (I16F16::from(rgb.g) * LIGHT_SCALE).saturating_as();
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@ -159,10 +158,10 @@ fn main() -> ! {
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embedded_hal::spi::MODE_1,
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);
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let left_blinker_button = pins.gpio18.into_pull_down_input();
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let right_blinker_button = pins.gpio19.into_function();
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let previous_animation_button = pins.gpio20.into_function();
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let next_animation_button = pins.gpio21.into_pull_down_input();
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let left_blinker_button = pins.gpio18.into_pull_up_input();
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let right_blinker_button = pins.gpio19.into_pull_up_input();
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let previous_animation_button = pins.gpio20.into_pull_up_input();
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let next_animation_button = pins.gpio21.into_pull_up_input();
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let ui = BikeUI::new(
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spi,
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@ -169,6 +169,7 @@ impl Animation for Fade {
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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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@ -179,6 +180,7 @@ pub enum BlinkerDirection {
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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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@ -191,10 +193,12 @@ 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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home_dashboard: DashboardPattern,
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home_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 = starting_dashboard.clone();
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let mut ending_dashboard = home_dashboard.clone();
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match direction {
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BlinkerDirection::Left => {
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@ -209,7 +213,7 @@ impl Blinker {
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}
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}
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let mut ending_body = starting_body.clone();
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let mut ending_body = home_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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@ -228,7 +232,7 @@ impl Blinker {
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}
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Blinker {
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fade_in: Fade::new(
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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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@ -236,15 +240,23 @@ impl Blinker {
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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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home_dashboard.clone(),
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home_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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starting_dashboard.clone(),
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starting_body.clone(),
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home_dashboard.clone(),
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home_body.clone(),
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BLINKER_FRAMES,
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time,
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),
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direction: FadeDirection::FadeIn,
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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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@ -256,6 +268,10 @@ impl Animation for Blinker {
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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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@ -269,6 +285,7 @@ impl Animation for Blinker {
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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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@ -285,9 +302,45 @@ pub enum Event {
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RightBlinker,
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}
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#[derive(Clone, Copy, PartialEq)]
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pub enum Pattern {
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GayPride,
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TransPride,
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}
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impl Pattern {
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fn previous(&self) -> Pattern {
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match self {
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Pattern::GayPride => Pattern::TransPride,
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Pattern::TransPride => Pattern::GayPride,
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}
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}
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fn next(&self) -> Pattern {
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match self {
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Pattern::GayPride => Pattern::TransPride,
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Pattern::TransPride => Pattern::GayPride,
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}
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}
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fn dashboard(&self) -> DashboardPattern {
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match self {
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Pattern::GayPride => PRIDE_DASHBOARD,
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Pattern::TransPride => TRANS_PRIDE_DASHBOARD,
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}
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}
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fn body(&self) -> BodyPattern {
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match self {
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Pattern::GayPride => PRIDE_BODY,
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Pattern::TransPride => TRANS_PRIDE_BODY,
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}
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}
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}
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#[derive(Clone, PartialEq)]
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pub enum State {
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Pattern(u8),
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Pattern(Pattern),
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Brake,
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LeftBlinker,
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RightBlinker,
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@ -298,7 +351,7 @@ pub enum State {
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pub struct App {
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ui: Box<dyn UI>,
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state: State,
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home_state: State,
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home_pattern: Pattern,
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current_animation: Box<dyn Animation>,
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dashboard_lights: DashboardPattern,
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lights: BodyPattern,
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@ -308,8 +361,8 @@ impl App {
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pub fn new(ui: Box<dyn UI>) -> Self {
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Self {
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ui,
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state: State::Pattern(0),
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home_state: State::Pattern(0),
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state: State::Pattern(Pattern::GayPride),
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home_pattern: Pattern::GayPride,
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current_animation: Box::new(DefaultAnimation {}),
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dashboard_lights: OFF_DASHBOARD,
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lights: OFF_BODY,
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@ -318,27 +371,16 @@ impl App {
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fn update_animation(&mut self, time: Instant) {
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match self.state {
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State::Pattern(0) => {
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State::Pattern(ref pattern) => {
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self.current_animation = Box::new(Fade::new(
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self.dashboard_lights.clone(),
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self.lights.clone(),
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PRIDE_DASHBOARD,
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PRIDE_BODY,
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pattern.dashboard(),
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pattern.body(),
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DEFAULT_FRAMES,
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time,
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))
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}
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State::Pattern(1) => {
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self.current_animation = Box::new(Fade::new(
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self.dashboard_lights.clone(),
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self.lights.clone(),
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TRANS_PRIDE_DASHBOARD,
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TRANS_PRIDE_BODY,
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DEFAULT_FRAMES,
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time,
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))
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}
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State::Pattern(_) => {}
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State::Brake => {
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self.current_animation = Box::new(Fade::new(
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self.dashboard_lights.clone(),
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@ -353,6 +395,8 @@ impl App {
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self.current_animation = Box::new(Blinker::new(
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self.dashboard_lights.clone(),
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self.lights.clone(),
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self.home_pattern.dashboard(),
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self.home_pattern.body(),
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BlinkerDirection::Left,
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time,
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));
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@ -361,6 +405,8 @@ impl App {
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self.current_animation = Box::new(Blinker::new(
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self.dashboard_lights.clone(),
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self.lights.clone(),
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self.home_pattern.dashboard(),
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self.home_pattern.body(),
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BlinkerDirection::Right,
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time,
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));
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@ -374,41 +420,36 @@ impl App {
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match event {
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Event::Brake => {
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if self.state == State::Brake {
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self.state = self.home_state.clone();
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self.state = State::Pattern(self.home_pattern);
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} else {
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self.state = State::Brake;
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}
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}
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Event::BrakeRelease => self.state = self.home_state.clone(),
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Event::BrakeRelease => self.state = State::Pattern(self.home_pattern),
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Event::LeftBlinker => match self.state {
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State::Brake => self.state = State::BrakeLeftBlinker,
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State::BrakeLeftBlinker => self.state = State::Brake,
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State::LeftBlinker => self.state = self.home_state.clone(),
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State::LeftBlinker => self.state = State::Pattern(self.home_pattern),
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_ => self.state = State::LeftBlinker,
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},
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Event::NextPattern => match self.state {
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State::Pattern(i) => {
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let next = i + 1;
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self.state = State::Pattern(if next > 1 { 0 } else { next });
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self.home_state = self.state.clone();
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State::Pattern(ref pattern) => {
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self.home_pattern = pattern.next();
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self.state = State::Pattern(self.home_pattern);
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}
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_ => (),
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},
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Event::PreviousPattern => match self.state {
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State::Pattern(i) => {
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if i == 0 {
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self.state = State::Pattern(1);
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} else {
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self.state = State::Pattern(i - 1);
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}
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self.home_state = self.state.clone();
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State::Pattern(ref pattern) => {
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self.home_pattern = pattern.previous();
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self.state = State::Pattern(self.home_pattern);
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}
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_ => (),
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},
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Event::RightBlinker => match self.state {
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State::Brake => self.state = State::BrakeRightBlinker,
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State::BrakeRightBlinker => self.state = State::Brake,
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State::RightBlinker => self.state = self.home_state.clone(),
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State::RightBlinker => self.state = State::Pattern(self.home_pattern),
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_ => self.state = State::RightBlinker,
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},
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}
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@ -21,7 +21,7 @@ pub const BRAKES_RED: RGB<I8F8> = RGB {
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pub const BLINKER_AMBER: RGB<I8F8> = RGB {
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r: I8F8::lit("1"),
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g: I8F8::lit("0.74"),
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g: I8F8::lit("0.15"),
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b: I8F8::lit("0"),
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};
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