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SSD1306Ui.cpp
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SSD1306Ui.cpp
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#include "SSD1306Ui.h"
SSD1306Ui::SSD1306Ui(SSD1306 *display) {
this->display = display;
}
void SSD1306Ui::init() {
this->display->init();
}
void SSD1306Ui::setTargetFPS(byte fps){
int oldInterval = this->updateInterval;
this->updateInterval = ((float) 1.0 / (float) fps) * 1000;
// Calculate new ticksPerFrame
float changeRatio = oldInterval / this->updateInterval;
this->ticksPerFrame *= changeRatio;
this->ticksPerTransition *= changeRatio;
}
// -/------ Automatic controll ------\-
void SSD1306Ui::enableAutoTransition(){
this->autoTransition = true;
}
void SSD1306Ui::disableAutoTransition(){
this->autoTransition = false;
}
void SSD1306Ui::setAutoTransitionForwards(){
this->frameTransitionDirection = 1;
}
void SSD1306Ui::setAutoTransitionBackwards(){
this->frameTransitionDirection = 1;
}
void SSD1306Ui::setTimePerFrame(int time){
this->ticksPerFrame = (int) ( (float) time / (float) updateInterval);
}
void SSD1306Ui::setTimePerTransition(int time){
this->ticksPerTransition = (int) ( (float) time / (float) updateInterval);
}
// -/------ Customize indicator position and style -------\-
void SSD1306Ui::setIndicatorPosition(IndicatorPosition pos) {
this->indicatorPosition = pos;
this->dirty = true;
}
void SSD1306Ui::setIndicatorDirection(IndicatorDirection dir) {
this->indicatorDirection = dir;
}
void SSD1306Ui::setActiveSymbole(const char* symbole) {
this->activeSymbole = symbole;
this->dirty = true;
}
void SSD1306Ui::setInactiveSymbole(const char* symbole) {
this->inactiveSymbole = symbole;
this->dirty = true;
}
// -/----- Frame settings -----\-
void SSD1306Ui::setFrameAnimation(AnimationDirection dir) {
this->frameAnimationDirection = dir;
}
void SSD1306Ui::setFrames(FrameCallback* frameFunctions, int frameCount) {
this->frameCount = frameCount;
this->frameFunctions = frameFunctions;
}
// -/----- Overlays ------\-
void SSD1306Ui::setOverlays(OverlayCallback* overlayFunctions, int overlayCount){
this->overlayCount = overlayCount;
this->overlayFunctions = overlayFunctions;
}
// -/----- Manuel control -----\-
void SSD1306Ui::nextFrame() {
this->state.frameState = IN_TRANSITION;
this->state.ticksSinceLastStateSwitch = 0;
this->frameTransitionDirection = 1;
}
void SSD1306Ui::previousFrame() {
this->state.frameState = IN_TRANSITION;
this->state.ticksSinceLastStateSwitch = 0;
this->frameTransitionDirection = -1;
}
// -/----- State information -----\-
SSD1306UiState SSD1306Ui::getUiState(){
return this->state;
}
int SSD1306Ui::update(){
int timeBudget = this->updateInterval - (millis() - 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 = millis();
this->tick();
}
return timeBudget;
}
void SSD1306Ui::tick() {
this->state.ticksSinceLastStateSwitch++;
switch (this->state.frameState) {
case IN_TRANSITION:
this->dirty = true;
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerTransition){
this->state.frameState = FIXED;
this->state.currentFrame = getNextFrameNumber();
this->state.ticksSinceLastStateSwitch = 0;
}
break;
case FIXED:
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerFrame){
if (this->autoTransition){
this->state.frameState = IN_TRANSITION;
this->dirty = true;
}
this->state.ticksSinceLastStateSwitch = 0;
}
break;
}
if (this->dirty) {
this->dirty = false;
this->display->clear();
this->drawIndicator();
this->drawFrame();
this->drawOverlays();
this->display->display();
}
}
void SSD1306Ui::drawFrame(){
switch (this->state.frameState){
case IN_TRANSITION: {
float progress = (float) this->state.ticksSinceLastStateSwitch / (float) this->ticksPerTransition;
int 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.
int dir = frameTransitionDirection >= 0 ? 1 : -1;
x *= dir; y *= dir; x1 *= dir; y1 *= dir;
this->dirty |= (this->frameFunctions[this->state.currentFrame])(this->display, &this->state, x, y);
this->dirty |= (this->frameFunctions[this->getNextFrameNumber()])(this->display, &this->state, x1, y1);
break;
}
case FIXED:
this->dirty |= (this->frameFunctions[this->state.currentFrame])(this->display, &this->state, 0, 0);
break;
}
}
void SSD1306Ui::drawIndicator() {
byte posOfCurrentFrame;
switch (this->indicatorDirection){
case LEFT_RIGHT:
posOfCurrentFrame = this->state.currentFrame;
break;
case RIGHT_LEFT:
posOfCurrentFrame = (this->frameCount - 1) - this->state.currentFrame;
break;
}
for (byte i = 0; i < this->frameCount; i++) {
const char *image;
if (posOfCurrentFrame == i) {
image = this->activeSymbole;
} else {
image = this->inactiveSymbole;
}
int x,y;
switch (this->indicatorPosition){
case TOP:
y = 0;
x = 64 - (12 * frameCount / 2) + 12 * i;
break;
case BOTTOM:
y = 56;
x = 64 - (12 * frameCount / 2) + 12 * i;
break;
case RIGHT:
x = 120;
y = 32 - (12 * frameCount / 2) + 12 * i;
break;
case LEFT:
x = 0;
y = 32 - (12 * frameCount / 2) + 12 * i;
break;
}
this->display->drawXbm(x, y, 8, 8, image);
}
}
void SSD1306Ui::drawOverlays() {
for (int i=0;i<this->overlayCount;i++){
this->dirty |= (this->overlayFunctions[i])(this->display, &this->state);
}
}
int SSD1306Ui::getNextFrameNumber(){
int nextFrame = (this->state.currentFrame + this->frameTransitionDirection) % this->frameCount;
if (nextFrame < 0){
nextFrame = this->frameCount + nextFrame;
}
return nextFrame;
}