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@ -32,5 +32,5 @@ members = [
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"sgf",
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"timezone-testing",
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"tree",
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"visions/server", "gm-dash/server"
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"visions/server", "gm-dash/server", "halloween-leds"
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]
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@ -1,121 +0,0 @@
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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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@ -1,100 +0,0 @@
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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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@ -1,43 +0,0 @@
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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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@ -1,31 +0,0 @@
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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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@ -1,95 +0,0 @@
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use fixed::types::{I16F0, I8F0, I8F8, U16F0, U8F0};
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use az::*;
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use crate::{
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calculate_frames, calculate_slope, linear_ease, sin, Animation, BodyPattern, DashboardPattern, Instant, OFF_BODY, OFF_DASHBOARD, RGB, WATER_1, WATER_BODY
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};
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const DROPLET_DIMMING: u8 = 30;
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pub struct Ripple {
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dashboard: DashboardPattern,
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base: BodyPattern,
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focii: [usize; 2],
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dimming: I8F8,
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slope: [RGB<I8F8>; 2],
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pub start_time: Instant,
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}
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impl Ripple {
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pub fn new(dashboard: DashboardPattern, base: BodyPattern, time: Instant) -> Self {
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let mut slope = [Default::default(); 2];
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let dimming = I8F8::lit("0.5");
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let focii = [15, 45];
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for (idx, focus) in focii.iter().enumerate() {
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slope[idx] = RGB {
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r: calculate_slope(
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base[*focus].r,
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base[*focus].r * dimming,
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U16F0::from(DROPLET_DIMMING),
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),
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g: calculate_slope(
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base[*focus].g,
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base[*focus].g * dimming,
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U16F0::from(DROPLET_DIMMING),
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),
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b: calculate_slope(
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base[*focus].b,
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base[*focus].b * dimming,
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U16F0::from(DROPLET_DIMMING),
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),
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};
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}
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Self {
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dashboard,
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base,
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focii,
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dimming,
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slope,
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start_time: time,
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}
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}
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fn pixel(&self, pos: U8F0, frames: U16F0) -> RGB<I8F8> {
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let focus: I16F0 = if pos <= 30 { I16F0::from(15 as i16) } else { I16F0::from(45 as i16) };
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let distance_from_focus: I8F0 = (focus - I16F0::from(pos)).saturating_as();
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let pos: usize = pos.into();
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/*
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let target = RGB {
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r: WATER_BODY[pos].r * self.dimming,
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g: WATER_BODY[pos].g * self.dimming,
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b: WATER_BODY[pos].b * self.dimming,
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};
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let slope = RGB{
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r: calculate_slope(WATER_BODY[pos].r, target.r, U16F0::from(DROPLET_DIMMING)),
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g: calculate_slope(WATER_BODY[pos].g, target.g, U16F0::from(DROPLET_DIMMING)),
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b: calculate_slope(WATER_BODY[pos].b, target.b, U16F0::from(DROPLET_DIMMING)),
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};
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*/
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RGB {
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r: WATER_BODY[pos].r + sin(frames * 5) * I8F8::from_num(0.5),
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g: WATER_BODY[pos].g + sin(frames * 6) * I8F8::from_num(0.5),
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b: WATER_BODY[pos].b + sin(frames * 7) * I8F8::from_num(0.5),
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}
|
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}
|
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}
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|
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impl Animation for Ripple {
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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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let mut body_pattern: BodyPattern = OFF_BODY;
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|
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for i in 0..60 {
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body_pattern[i] = self.pixel(U8F0::from(i as u8), frames);
|
||||
}
|
||||
|
||||
(self.dashboard.clone(), body_pattern)
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}
|
||||
}
|
|
@ -12,15 +12,27 @@ use core::{
|
|||
};
|
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use fixed::types::{I48F16, I8F8, U128F0, U16F0};
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||||
|
||||
mod animations;
|
||||
pub use animations::*;
|
||||
|
||||
mod patterns;
|
||||
pub use patterns::*;
|
||||
|
||||
mod types;
|
||||
pub use types::{BodyPattern, DashboardPattern, RGB};
|
||||
|
||||
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()
|
||||
}
|
||||
|
||||
fn calculate_slope(start: I8F8, end: I8F8, frames: U16F0) -> I8F8 {
|
||||
let slope_i16f16 = (I48F16::from(end) - I48F16::from(start)) / I48F16::from(frames);
|
||||
slope_i16f16.saturating_as()
|
||||
}
|
||||
|
||||
fn linear_ease(value: I8F8, frames: U16F0, slope: I8F8) -> I8F8 {
|
||||
let value_i16f16 = I48F16::from(value) + I48F16::from(frames) * I48F16::from(slope);
|
||||
value_i16f16.saturating_as()
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, PartialOrd, Ord, PartialEq, Eq)]
|
||||
pub struct Instant(pub U128F0);
|
||||
|
||||
|
@ -53,6 +65,233 @@ pub trait UI {
|
|||
fn update_lights(&self, dashboard_lights: DashboardPattern, body_lights: BodyPattern);
|
||||
}
|
||||
|
||||
pub trait Animation {
|
||||
fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern);
|
||||
}
|
||||
|
||||
/*
|
||||
pub struct DefaultAnimation {}
|
||||
|
||||
impl Animation for DefaultAnimation {
|
||||
fn tick(&mut self, _: Instant) -> (DashboardPattern, BodyPattern) {
|
||||
(WATER_DASHBOARD, WATER_BODY)
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
pub struct Fade {
|
||||
starting_dashboard: DashboardPattern,
|
||||
starting_lights: BodyPattern,
|
||||
|
||||
start_time: Instant,
|
||||
dashboard_slope: [RGB<I8F8>; 3],
|
||||
body_slope: [RGB<I8F8>; 60],
|
||||
frames: U16F0,
|
||||
}
|
||||
|
||||
impl Fade {
|
||||
fn new(
|
||||
dashboard: DashboardPattern,
|
||||
lights: BodyPattern,
|
||||
ending_dashboard: DashboardPattern,
|
||||
ending_lights: BodyPattern,
|
||||
frames: U16F0,
|
||||
time: Instant,
|
||||
) -> Self {
|
||||
let mut dashboard_slope = [Default::default(); 3];
|
||||
let mut body_slope = [Default::default(); 60];
|
||||
for i in 0..3 {
|
||||
let slope = RGB {
|
||||
r: calculate_slope(dashboard[i].r, ending_dashboard[i].r, frames),
|
||||
g: calculate_slope(dashboard[i].g, ending_dashboard[i].g, frames),
|
||||
b: calculate_slope(dashboard[i].b, ending_dashboard[i].b, frames),
|
||||
};
|
||||
dashboard_slope[i] = slope;
|
||||
}
|
||||
|
||||
for i in 0..60 {
|
||||
let slope = RGB {
|
||||
r: calculate_slope(lights[i].r, ending_lights[i].r, frames),
|
||||
g: calculate_slope(lights[i].g, ending_lights[i].g, frames),
|
||||
b: calculate_slope(lights[i].b, ending_lights[i].b, frames),
|
||||
};
|
||||
body_slope[i] = slope;
|
||||
}
|
||||
|
||||
Self {
|
||||
starting_dashboard: dashboard,
|
||||
starting_lights: lights,
|
||||
start_time: time,
|
||||
dashboard_slope,
|
||||
body_slope,
|
||||
frames,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Animation for Fade {
|
||||
fn tick(&mut self, time: Instant) -> (DashboardPattern, BodyPattern) {
|
||||
let mut frames = calculate_frames(self.start_time.0, time.0);
|
||||
if frames > self.frames {
|
||||
frames = self.frames
|
||||
}
|
||||
let mut dashboard_pattern: DashboardPattern = OFF_DASHBOARD;
|
||||
let mut body_pattern: BodyPattern = OFF_BODY;
|
||||
|
||||
for i in 0..3 {
|
||||
dashboard_pattern[i].r = linear_ease(
|
||||
self.starting_dashboard[i].r,
|
||||
frames,
|
||||
self.dashboard_slope[i].r,
|
||||
);
|
||||
dashboard_pattern[i].g = linear_ease(
|
||||
self.starting_dashboard[i].g,
|
||||
frames,
|
||||
self.dashboard_slope[i].g,
|
||||
);
|
||||
dashboard_pattern[i].b = linear_ease(
|
||||
self.starting_dashboard[i].b,
|
||||
frames,
|
||||
self.dashboard_slope[i].b,
|
||||
);
|
||||
}
|
||||
|
||||
for i in 0..60 {
|
||||
body_pattern[i].r =
|
||||
linear_ease(self.starting_lights[i].r, frames, self.body_slope[i].r);
|
||||
body_pattern[i].g =
|
||||
linear_ease(self.starting_lights[i].g, frames, self.body_slope[i].g);
|
||||
body_pattern[i].b =
|
||||
linear_ease(self.starting_lights[i].b, frames, self.body_slope[i].b);
|
||||
}
|
||||
|
||||
(dashboard_pattern, body_pattern)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum FadeDirection {
|
||||
Transition,
|
||||
FadeIn,
|
||||
FadeOut,
|
||||
}
|
||||
|
||||
pub enum BlinkerDirection {
|
||||
Left,
|
||||
Right,
|
||||
}
|
||||
|
||||
pub struct Blinker {
|
||||
transition: Fade,
|
||||
fade_in: Fade,
|
||||
fade_out: Fade,
|
||||
direction: FadeDirection,
|
||||
|
||||
start_time: Instant,
|
||||
frames: U16F0,
|
||||
}
|
||||
|
||||
impl Blinker {
|
||||
fn new(
|
||||
starting_dashboard: DashboardPattern,
|
||||
starting_body: BodyPattern,
|
||||
direction: BlinkerDirection,
|
||||
time: Instant,
|
||||
) -> Self {
|
||||
let mut ending_dashboard = OFF_DASHBOARD.clone();
|
||||
|
||||
match direction {
|
||||
BlinkerDirection::Left => {
|
||||
ending_dashboard[0].r = LEFT_BLINKER_DASHBOARD[0].r;
|
||||
ending_dashboard[0].g = LEFT_BLINKER_DASHBOARD[0].g;
|
||||
ending_dashboard[0].b = LEFT_BLINKER_DASHBOARD[0].b;
|
||||
}
|
||||
BlinkerDirection::Right => {
|
||||
ending_dashboard[2].r = RIGHT_BLINKER_DASHBOARD[2].r;
|
||||
ending_dashboard[2].g = RIGHT_BLINKER_DASHBOARD[2].g;
|
||||
ending_dashboard[2].b = RIGHT_BLINKER_DASHBOARD[2].b;
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
|
|
|
@ -7,7 +7,6 @@ edition = "2021"
|
|||
|
||||
[dependencies]
|
||||
adw = { version = "0.5", package = "libadwaita", features = [ "v1_2" ] }
|
||||
async-channel = "2.3.1"
|
||||
cairo-rs = { version = "0.18" }
|
||||
fixed = { version = "1" }
|
||||
gio = { version = "0.18" }
|
||||
|
|
|
@ -1,13 +1,16 @@
|
|||
use std::{cell::RefCell, env, rc::Rc};
|
||||
|
||||
use adw::prelude::*;
|
||||
use async_channel::{unbounded, Receiver, Sender, TryRecvError};
|
||||
use fixed::types::{I8F8, U128F0};
|
||||
use glib::Object;
|
||||
use glib::{Object, Sender};
|
||||
use gtk::subclass::prelude::*;
|
||||
use lights_core::{
|
||||
App, BodyPattern, DashboardPattern, Event, Instant, FPS, OFF_BODY, OFF_DASHBOARD, RGB, UI,
|
||||
};
|
||||
use std::{
|
||||
cell::RefCell,
|
||||
env,
|
||||
rc::Rc,
|
||||
sync::mpsc::{Receiver, TryRecvError},
|
||||
};
|
||||
|
||||
const WIDTH: i32 = 640;
|
||||
const HEIGHT: i32 = 480;
|
||||
|
@ -153,13 +156,13 @@ impl UI for GTKUI {
|
|||
match self.rx.try_recv() {
|
||||
Ok(event) => Some(event),
|
||||
Err(TryRecvError::Empty) => None,
|
||||
Err(TryRecvError::Closed) => None,
|
||||
Err(TryRecvError::Disconnected) => None,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_lights(&self, dashboard_lights: DashboardPattern, lights: BodyPattern) {
|
||||
self.tx
|
||||
.send_blocking(Update {
|
||||
.send(Update {
|
||||
dashboard: dashboard_lights,
|
||||
lights,
|
||||
})
|
||||
|
@ -173,8 +176,9 @@ fn main() {
|
|||
.build();
|
||||
|
||||
adw_app.connect_activate(move |adw_app| {
|
||||
let (update_tx, update_rx) = unbounded();
|
||||
let (event_tx, event_rx) = unbounded();
|
||||
let (update_tx, update_rx) =
|
||||
gtk::glib::MainContext::channel::<Update>(gtk::glib::Priority::DEFAULT);
|
||||
let (event_tx, event_rx) = std::sync::mpsc::channel();
|
||||
|
||||
std::thread::spawn(move || {
|
||||
let mut bike_app = App::new(Box::new(GTKUI {
|
||||
|
@ -214,21 +218,21 @@ fn main() {
|
|||
left_button.connect_clicked({
|
||||
let event_tx = event_tx.clone();
|
||||
move |_| {
|
||||
let _ = event_tx.send_blocking(Event::LeftBlinker);
|
||||
let _ = event_tx.send(Event::LeftBlinker);
|
||||
}
|
||||
});
|
||||
|
||||
brake_button.connect_clicked({
|
||||
let event_tx = event_tx.clone();
|
||||
move |_| {
|
||||
let _ = event_tx.send_blocking(Event::Brake);
|
||||
let _ = event_tx.send(Event::Brake);
|
||||
}
|
||||
});
|
||||
|
||||
right_button.connect_clicked({
|
||||
let event_tx = event_tx.clone();
|
||||
move |_| {
|
||||
let _ = event_tx.send_blocking(Event::RightBlinker);
|
||||
let _ = event_tx.send(Event::RightBlinker);
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -247,14 +251,14 @@ fn main() {
|
|||
previous_pattern.connect_clicked({
|
||||
let event_tx = event_tx.clone();
|
||||
move |_| {
|
||||
let _ = event_tx.send_blocking(Event::PreviousPattern);
|
||||
let _ = event_tx.send(Event::PreviousPattern);
|
||||
}
|
||||
});
|
||||
|
||||
next_pattern.connect_clicked({
|
||||
let event_tx = event_tx.clone();
|
||||
move |_| {
|
||||
let _ = event_tx.send_blocking(Event::NextPattern);
|
||||
let _ = event_tx.send(Event::NextPattern);
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -265,7 +269,6 @@ fn main() {
|
|||
layout.append(&dashboard_lights);
|
||||
layout.append(&bike_lights);
|
||||
|
||||
/*
|
||||
update_rx.attach(None, {
|
||||
let dashboard_lights = dashboard_lights.clone();
|
||||
let bike_lights = bike_lights.clone();
|
||||
|
@ -275,19 +278,6 @@ fn main() {
|
|||
glib::ControlFlow::Continue
|
||||
}
|
||||
});
|
||||
*/
|
||||
|
||||
glib::spawn_future_local({
|
||||
let dashboard_lights = dashboard_lights.clone();
|
||||
let bike_lights = bike_lights.clone();
|
||||
|
||||
async move {
|
||||
while let Ok(Update { dashboard, lights }) = update_rx.recv().await {
|
||||
dashboard_lights.set_lights(dashboard);
|
||||
bike_lights.set_lights(lights);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
window.set_content(Some(&layout));
|
||||
window.present();
|
||||
|
|
Loading…
Reference in New Issue