ESP3D/libraries/oled-ssd1306/OLEDDisplayUi.cpp
Luc b0375a3541 Upstream sync
Add Time Support (server  + manual setup), only used for ESP32 FS currently as ESP8266 SPIFFS does not support Time, need to wait for LittleFS may be ?
Add DHT support
Add Pin reset support
Add Base for Display
Add libraries for new supported features
Add /config handle as shortcut for [ESP420]plain to be used in embedded page
Code refactoring for defines, use less Define as switches but more define as values for switches
Clean warnings
Lot of small bug fixes
Add docs for [ESPXXX] commands
2019-03-09 09:16:08 +01:00

407 lines
13 KiB
C++

/**
* The MIT License (MIT)
*
* Copyright (c) 2016 by Daniel Eichhorn
* Copyright (c) 2016 by Fabrice Weinberg
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*/
#include "OLEDDisplayUi.h"
OLEDDisplayUi::OLEDDisplayUi(OLEDDisplay *display) {
this->display = display;
}
void OLEDDisplayUi::init() {
this->display->init();
}
void OLEDDisplayUi::setTargetFPS(uint8_t fps){
float oldInterval = this->updateInterval;
this->updateInterval = ((float) 1.0 / (float) fps) * 1000;
// Calculate new ticksPerFrame
float changeRatio = oldInterval / (float) this->updateInterval;
this->ticksPerFrame *= changeRatio;
this->ticksPerTransition *= changeRatio;
}
// -/------ Automatic controll ------\-
void OLEDDisplayUi::enableAutoTransition(){
this->autoTransition = true;
}
void OLEDDisplayUi::disableAutoTransition(){
this->autoTransition = false;
}
void OLEDDisplayUi::setAutoTransitionForwards(){
this->state.frameTransitionDirection = 1;
this->lastTransitionDirection = 1;
}
void OLEDDisplayUi::setAutoTransitionBackwards(){
this->state.frameTransitionDirection = -1;
this->lastTransitionDirection = -1;
}
void OLEDDisplayUi::setTimePerFrame(uint16_t time){
this->ticksPerFrame = (int) ( (float) time / (float) updateInterval);
}
void OLEDDisplayUi::setTimePerTransition(uint16_t time){
this->ticksPerTransition = (int) ( (float) time / (float) updateInterval);
}
// -/------ Customize indicator position and style -------\-
void OLEDDisplayUi::enableIndicator(){
this->state.isIndicatorDrawen = true;
}
void OLEDDisplayUi::disableIndicator(){
this->state.isIndicatorDrawen = false;
}
void OLEDDisplayUi::enableAllIndicators(){
this->shouldDrawIndicators = true;
}
void OLEDDisplayUi::disableAllIndicators(){
this->shouldDrawIndicators = false;
}
void OLEDDisplayUi::setIndicatorPosition(IndicatorPosition pos) {
this->indicatorPosition = pos;
}
void OLEDDisplayUi::setIndicatorDirection(IndicatorDirection dir) {
this->indicatorDirection = dir;
}
void OLEDDisplayUi::setActiveSymbol(const char* symbol) {
this->activeSymbol = symbol;
}
void OLEDDisplayUi::setInactiveSymbol(const char* symbol) {
this->inactiveSymbol = symbol;
}
// -/----- Frame settings -----\-
void OLEDDisplayUi::setFrameAnimation(AnimationDirection dir) {
this->frameAnimationDirection = dir;
}
void OLEDDisplayUi::setFrames(FrameCallback* frameFunctions, uint8_t frameCount) {
this->frameFunctions = frameFunctions;
this->frameCount = frameCount;
this->resetState();
}
// -/----- Overlays ------\-
void OLEDDisplayUi::setOverlays(OverlayCallback* overlayFunctions, uint8_t overlayCount){
this->overlayFunctions = overlayFunctions;
this->overlayCount = overlayCount;
}
// -/----- Loading Process -----\-
void OLEDDisplayUi::setLoadingDrawFunction(LoadingDrawFunction loadingDrawFunction) {
this->loadingDrawFunction = loadingDrawFunction;
}
void OLEDDisplayUi::runLoadingProcess(LoadingStage* stages, uint8_t stagesCount) {
uint8_t progress = 0;
uint8_t increment = 100 / stagesCount;
for (uint8_t i = 0; i < stagesCount; i++) {
display->clear();
this->loadingDrawFunction(this->display, &stages[i], progress);
display->display();
stages[i].callback();
progress += increment;
optimistic_yield(10000);
}
display->clear();
this->loadingDrawFunction(this->display, &stages[stagesCount-1], progress);
display->display();
delay(150);
}
// -/----- Manuel control -----\-
void OLEDDisplayUi::nextFrame() {
if (this->state.frameState != IN_TRANSITION) {
this->state.manuelControll = true;
this->state.frameState = IN_TRANSITION;
this->state.ticksSinceLastStateSwitch = 0;
this->lastTransitionDirection = this->state.frameTransitionDirection;
this->state.frameTransitionDirection = 1;
}
}
void OLEDDisplayUi::previousFrame() {
if (this->state.frameState != IN_TRANSITION) {
this->state.manuelControll = true;
this->state.frameState = IN_TRANSITION;
this->state.ticksSinceLastStateSwitch = 0;
this->lastTransitionDirection = this->state.frameTransitionDirection;
this->state.frameTransitionDirection = -1;
}
}
void OLEDDisplayUi::switchToFrame(uint8_t frame) {
if (frame >= this->frameCount) return;
this->state.ticksSinceLastStateSwitch = 0;
if (frame == this->state.currentFrame) return;
this->state.frameState = FIXED;
this->state.currentFrame = frame;
this->state.isIndicatorDrawen = true;
}
void OLEDDisplayUi::transitionToFrame(uint8_t frame) {
if (frame >= this->frameCount) return;
this->state.ticksSinceLastStateSwitch = 0;
if (frame == this->state.currentFrame) return;
this->nextFrameNumber = frame;
this->lastTransitionDirection = this->state.frameTransitionDirection;
this->state.manuelControll = true;
this->state.frameState = IN_TRANSITION;
this->state.frameTransitionDirection = frame < this->state.currentFrame ? -1 : 1;
}
// -/----- State information -----\-
OLEDDisplayUiState* OLEDDisplayUi::getUiState(){
return &this->state;
}
int8_t OLEDDisplayUi::update(){
long frameStart = millis();
int8_t timeBudget = this->updateInterval - (frameStart - this->state.lastUpdate);
if ( timeBudget <= 0) {
// Implement frame skipping to ensure time budget is keept
if (this->autoTransition && this->state.lastUpdate != 0) this->state.ticksSinceLastStateSwitch += ceil(-timeBudget / this->updateInterval);
this->state.lastUpdate = frameStart;
this->tick();
}
return this->updateInterval - (millis() - frameStart);
}
void OLEDDisplayUi::tick() {
this->state.ticksSinceLastStateSwitch++;
switch (this->state.frameState) {
case IN_TRANSITION:
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerTransition){
this->state.frameState = FIXED;
this->state.currentFrame = getNextFrameNumber();
this->state.ticksSinceLastStateSwitch = 0;
this->nextFrameNumber = -1;
}
break;
case FIXED:
// Revert manuelControll
if (this->state.manuelControll) {
this->state.frameTransitionDirection = this->lastTransitionDirection;
this->state.manuelControll = false;
}
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerFrame){
if (this->autoTransition){
this->state.frameState = IN_TRANSITION;
}
this->state.ticksSinceLastStateSwitch = 0;
}
break;
}
this->display->clear();
this->drawFrame();
if (shouldDrawIndicators) {
this->drawIndicator();
}
this->drawOverlays();
this->display->display();
}
void OLEDDisplayUi::resetState() {
this->state.lastUpdate = 0;
this->state.ticksSinceLastStateSwitch = 0;
this->state.frameState = FIXED;
this->state.currentFrame = 0;
this->state.isIndicatorDrawen = true;
}
void OLEDDisplayUi::drawFrame(){
switch (this->state.frameState){
case IN_TRANSITION: {
float progress = (float) this->state.ticksSinceLastStateSwitch / (float) this->ticksPerTransition;
int16_t x, y, x1, y1;
switch(this->frameAnimationDirection){
case SLIDE_LEFT:
x = -128 * progress;
y = 0;
x1 = x + 128;
y1 = 0;
break;
case SLIDE_RIGHT:
x = 128 * progress;
y = 0;
x1 = x - 128;
y1 = 0;
break;
case SLIDE_UP:
x = 0;
y = -64 * progress;
x1 = 0;
y1 = y + 64;
break;
case SLIDE_DOWN:
x = 0;
y = 64 * progress;
x1 = 0;
y1 = y - 64;
break;
}
// Invert animation if direction is reversed.
int8_t dir = this->state.frameTransitionDirection >= 0 ? 1 : -1;
x *= dir; y *= dir; x1 *= dir; y1 *= dir;
bool drawenCurrentFrame;
// Prope each frameFunction for the indicator Drawen state
this->enableIndicator();
(this->frameFunctions[this->state.currentFrame])(this->display, &this->state, x, y);
drawenCurrentFrame = this->state.isIndicatorDrawen;
this->enableIndicator();
(this->frameFunctions[this->getNextFrameNumber()])(this->display, &this->state, x1, y1);
// Build up the indicatorDrawState
if (drawenCurrentFrame && !this->state.isIndicatorDrawen) {
// Drawen now but not next
this->indicatorDrawState = 2;
} else if (!drawenCurrentFrame && this->state.isIndicatorDrawen) {
// Not drawen now but next
this->indicatorDrawState = 1;
} else if (!drawenCurrentFrame && !this->state.isIndicatorDrawen) {
// Not drawen in both frames
this->indicatorDrawState = 3;
}
// If the indicator isn't draw in the current frame
// reflect it in state.isIndicatorDrawen
if (!drawenCurrentFrame) this->state.isIndicatorDrawen = false;
break;
}
case FIXED:
// Always assume that the indicator is drawn!
// And set indicatorDrawState to "not known yet"
this->indicatorDrawState = 0;
this->enableIndicator();
(this->frameFunctions[this->state.currentFrame])(this->display, &this->state, 0, 0);
break;
}
}
void OLEDDisplayUi::drawIndicator() {
// Only draw if the indicator is invisible
// for both frames or
// the indiactor is shown and we are IN_TRANSITION
if (this->indicatorDrawState == 3 || (!this->state.isIndicatorDrawen && this->state.frameState != IN_TRANSITION)) {
return;
}
uint8_t posOfHighlightFrame;
float indicatorFadeProgress = 0;
// if the indicator needs to be slided in we want to
// highlight the next frame in the transition
uint8_t frameToHighlight = this->indicatorDrawState == 1 ? this->getNextFrameNumber() : this->state.currentFrame;
// Calculate the frame that needs to be highlighted
// based on the Direction the indiactor is drawn
switch (this->indicatorDirection){
case LEFT_RIGHT:
posOfHighlightFrame = frameToHighlight;
break;
case RIGHT_LEFT:
posOfHighlightFrame = this->frameCount - frameToHighlight;
break;
}
switch (this->indicatorDrawState) {
case 1: // Indicator was not drawn in this frame but will be in next
// Slide IN
indicatorFadeProgress = 1 - ((float) this->state.ticksSinceLastStateSwitch / (float) this->ticksPerTransition);
break;
case 2: // Indicator was drawn in this frame but not in next
// Slide OUT
indicatorFadeProgress = ((float) this->state.ticksSinceLastStateSwitch / (float) this->ticksPerTransition);
break;
}
uint16_t frameStartPos = (12 * frameCount / 2);
const char *image;
uint16_t x,y;
for (byte i = 0; i < this->frameCount; i++) {
switch (this->indicatorPosition){
case TOP:
y = 0 - (8 * indicatorFadeProgress);
x = 64 - frameStartPos + 12 * i;
break;
case BOTTOM:
y = 56 + (8 * indicatorFadeProgress);
x = 64 - frameStartPos + 12 * i;
break;
case RIGHT:
x = 120 + (8 * indicatorFadeProgress);
y = 32 - frameStartPos + 2 + 12 * i;
break;
case LEFT:
x = 0 - (8 * indicatorFadeProgress);
y = 32 - frameStartPos + 2 + 12 * i;
break;
}
if (posOfHighlightFrame == i) {
image = this->activeSymbol;
} else {
image = this->inactiveSymbol;
}
this->display->drawFastImage(x, y, 8, 8, image);
}
}
void OLEDDisplayUi::drawOverlays() {
for (uint8_t i=0;i<this->overlayCount;i++){
(this->overlayFunctions[i])(this->display, &this->state);
}
}
uint8_t OLEDDisplayUi::getNextFrameNumber(){
if (this->nextFrameNumber != -1) return this->nextFrameNumber;
return (this->state.currentFrame + this->frameCount + this->state.frameTransitionDirection) % this->frameCount;
}