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ls_touchanim.ino
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ls_touchanim.ino
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/************************* ls_touchanim: Displays animations for touches **************************
This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/
or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
***************************************************************************************************
This displays evolved animations for each touch based on the global settings.
**************************************************************************************************/
int32_t colsInRowsAnimated[MAXROWS];
unsigned long touchAnimationLastMoment[MAXCOLS][MAXROWS];
unsigned long touchAnimationSpeed[MAXCOLS][MAXROWS];
signed char touchAnimationLastState[MAXCOLS][MAXROWS];
byte lastTouchAnimCol[2];
byte lastTouchAnimRow[2];
void initializeTouchAnimation() {
initializeLedsLayer(LED_LAYER_PLAYED);
prevTouchAnimTimerCount = millis();
for (byte i = 0; i < 2; ++i) {
lastTouchAnimCol[i] = 0;
lastTouchAnimRow[i] = 0;
}
for (byte r = 0; r < MAXROWS; ++r) {
colsInRowsAnimated[r]= 0;
}
for (byte c = 0; c < MAXCOLS; ++c) {
for (byte r = 0; r < MAXROWS; ++r) {
touchAnimationLastMoment[c][r] = 0;
touchAnimationLastState[c][r] = -1;
touchAnimationSpeed[c][r] = 0;
}
}
}
unsigned long calcTouchAnimationSpeed(byte mode, byte value7Bit) {
unsigned long speed = 196 - value7Bit;
switch (mode) {
case playedBlinds:
case playedCurtains:
case playedTargets:
case playedUp:
case playedDown:
case playedLeft:
case playedRight:
case playedOrbits:
speed = speed / 2;
break;
}
return speed;
}
void startTouchAnimation(byte col, byte row, unsigned long speed) {
if (touchAnimationLastState[col][row] != -1) {
drawTouchedAnimation(col, row, cellOff, touchAnimationLastState[col][row]);
touchAnimationLastState[col][row] = -1;
if (lastTouchAnimCol[1] == col && lastTouchAnimRow[1] == row) {
lastTouchAnimCol[1] = lastTouchAnimCol[0];
lastTouchAnimRow[1] = lastTouchAnimRow[0];
lastTouchAnimCol[0] = col;
lastTouchAnimRow[0] = row;
}
}
else {
// for expanding touch animations, we only allow two to be active at any given time
// in order to prevent the whole surface to be lit up with animated cells
switch (Split[getSplitOf(col)].playedTouchMode) {
case playedCrosses:
case playedCircles:
case playedSquares:
case playedDiamonds:
case playedStars:
case playedSparkles:
case playedCurtains:
case playedBlinds:
case playedTargets: {
byte clear_col;
byte clear_row;
// determine which of the last two animations is outdated and should be replaced
// with the new one
if (cell(lastTouchAnimCol[0], lastTouchAnimRow[0]).touched != touchedCell &&
cell(lastTouchAnimCol[1], lastTouchAnimRow[1]).touched == touchedCell) {
clear_col = lastTouchAnimCol[0];
clear_row = lastTouchAnimRow[0];
}
else {
clear_col = lastTouchAnimCol[1];
clear_row = lastTouchAnimRow[1];
lastTouchAnimCol[1] = lastTouchAnimCol[0];
lastTouchAnimRow[1] = lastTouchAnimRow[0];
}
// stop a previously active animation
if (clear_col != 0 && clear_row != 0) {
drawTouchedAnimation(clear_col, clear_row, cellOff, touchAnimationLastState[clear_col][clear_row]);
touchAnimationLastState[clear_col][clear_row] = -1;
colsInRowsAnimated[clear_row] &= ~(int32_t)(1 << clear_col);
}
lastTouchAnimCol[0] = col;
lastTouchAnimRow[0] = row;
break;
}
}
}
// store the touch animation info and draw the first frame
colsInRowsAnimated[row] |= (int32_t)(1 << col);
touchAnimationLastMoment[col][row] = millis();
touchAnimationSpeed[col][row] = speed;
drawTouchedAnimation(col, row, cellOn, 0);
}
void touchAnimLed(byte col, byte row, byte color, CellDisplay disp) {
if (col > 0) {
setLed(col, row, color, disp, LED_LAYER_PLAYED);
}
}
void drawTouchedAnimation(byte col, byte row, CellDisplay disp, signed char state) {
byte state_max = 5;
switch (Split[getSplitOf(col)].playedTouchMode) {
case playedTargets:
state_max = max(max(row, NUMROWS-row), max(col, NUMCOLS-col)) + 1;
break;
case playedBlinds:
case playedUp:
case playedDown:
state_max = max(row, NUMROWS-row) + 1;
break;
case playedCurtains:
case playedLeft:
case playedRight:
state_max = max(col, NUMCOLS-col) + 1;
break;
case playedOrbits:
state_max = 8;
break;
}
if (state >= state_max) {
if (cell(col, row).touched == touchedCell) {
state = state % state_max;
}
else {
touchAnimationLastMoment[col][row] = 0;
touchAnimationLastState[col][row] = -1;
touchAnimationSpeed[col][row] = 0;
colsInRowsAnimated[row] &= ~(int32_t)(1 << col);
}
}
if (state >= 0 && state < state_max) {
touchAnimationLastState[col][row] = state;
byte color = Split[getSplitOf(col)].colorPlayed;
switch (Split[getSplitOf(col)].playedTouchMode) {
case playedSparkles:
if (disp == cellOff) {
for (int c = max(col - state, 0); c <= min(col + state, NUMCOLS); ++c) {
touchAnimLed(c, row + state, color, disp);
touchAnimLed(c, row - state, color, disp);
}
for (int r = max(row - state, 0); r <= min(row + state, NUMROWS); ++r) {
touchAnimLed(col + state, r, color, disp);
touchAnimLed(col - state, r, color, disp);
}
}
else {
int c1 = random(max(col - state, 0), min(col + state, NUMCOLS) + 1);
touchAnimLed(c1, row + state, color, disp);
int c2 = random(max(col - state, 0), min(col + state, NUMCOLS) + 1);
touchAnimLed(c2, row - state, color, disp);
int r1 = random(max(row - state, 0), min(row + state, NUMROWS) + 1);
touchAnimLed(col + state, r1, color, disp);
int r2 = random(max(row - state, 0), min(row + state, NUMROWS) + 1);
touchAnimLed(col - state, r2, color, disp);
}
break;
case playedSquares:
for (int c = max(col - state, 0); c <= min(col + state, NUMCOLS); ++c) {
touchAnimLed(c, row + state, color, disp);
touchAnimLed(c, row - state, color, disp);
}
for (int r = max(row - state, 0); r <= min(row + state, NUMROWS); ++r) {
touchAnimLed(col + state, r, color, disp);
touchAnimLed(col - state, r, color, disp);
}
break;
case playedDiamonds: {
int c = col - state, r = row;
for (; c <= col; ++c, ++r) {
touchAnimLed(c, r, color, disp);
}
c = col; r = row + state;
for (; r >= row; ++c, --r) {
touchAnimLed(c, r, color, disp);
}
c = col + state; r = row;
for (; c >= col; --c, --r) {
touchAnimLed(c, r, color, disp);
}
c = col; r = row - state;
for (; r <= row; --c, ++r) {
touchAnimLed(c, r, color, disp);
}
break;
}
case playedBlinds:
for (byte c = 0; c < NUMCOLS; ++c) {
touchAnimLed(c, row + state, color, disp);
touchAnimLed(c, row - state, color, disp);
}
break;
case playedCurtains:
for (byte r = 0; r < NUMROWS; ++r) {
touchAnimLed(col + state, r, color, disp);
touchAnimLed(col - state, r, color, disp);
}
break;
case playedCircles:
switch (state) {
case 1:
touchAnimLed(col, row + state, color, disp);
touchAnimLed(col, row - state, color, disp);
touchAnimLed(col - state, row, color, disp);
touchAnimLed(col + state, row, color, disp);
break;
case 2:
touchAnimLed(col - 1, row + state, color, disp);
touchAnimLed(col + 0, row + state, color, disp);
touchAnimLed(col + 1, row + state, color, disp);
touchAnimLed(col - 1, row - state, color, disp);
touchAnimLed(col + 0, row - state, color, disp);
touchAnimLed(col + 1, row - state, color, disp);
touchAnimLed(col - state, row - 1, color, disp);
touchAnimLed(col - state, row + 0, color, disp);
touchAnimLed(col - state, row + 1, color, disp);
touchAnimLed(col + state, row - 1, color, disp);
touchAnimLed(col + state, row + 0, color, disp);
touchAnimLed(col + state, row + 1, color, disp);
break;
case 3:
touchAnimLed(col - 2, row + state - 1, color, disp);
touchAnimLed(col - 1, row + state, color, disp);
touchAnimLed(col + 0, row + state, color, disp);
touchAnimLed(col + 1, row + state, color, disp);
touchAnimLed(col + 2, row + state - 1, color, disp);
touchAnimLed(col - 2, row - state + 1, color, disp);
touchAnimLed(col - 1, row - state, color, disp);
touchAnimLed(col + 0, row - state, color, disp);
touchAnimLed(col + 1, row - state, color, disp);
touchAnimLed(col + 2, row - state + 1, color, disp);
touchAnimLed(col - state, row - 1, color, disp);
touchAnimLed(col - state, row + 0, color, disp);
touchAnimLed(col - state, row + 1, color, disp);
touchAnimLed(col + state, row - 1, color, disp);
touchAnimLed(col + state, row + 0, color, disp);
touchAnimLed(col + state, row + 1, color, disp);
break;
case 4:
touchAnimLed(col - 3, row + state - 1, color, disp);
touchAnimLed(col - 2, row + state - 1, color, disp);
touchAnimLed(col - 1, row + state, color, disp);
touchAnimLed(col + 0, row + state, color, disp);
touchAnimLed(col + 1, row + state, color, disp);
touchAnimLed(col + 2, row + state - 1, color, disp);
touchAnimLed(col + 3, row + state - 1, color, disp);
touchAnimLed(col - 3, row - state + 1, color, disp);
touchAnimLed(col - 2, row - state + 1, color, disp);
touchAnimLed(col - 1, row - state, color, disp);
touchAnimLed(col + 0, row - state, color, disp);
touchAnimLed(col + 1, row - state, color, disp);
touchAnimLed(col + 2, row - state + 1, color, disp);
touchAnimLed(col + 3, row - state + 1, color, disp);
touchAnimLed(col - state + 1, row - 2, color, disp);
touchAnimLed(col - state, row - 1, color, disp);
touchAnimLed(col - state, row + 0, color, disp);
touchAnimLed(col - state, row + 1, color, disp);
touchAnimLed(col - state + 1, row + 2, color, disp);
touchAnimLed(col + state - 1, row - 2, color, disp);
touchAnimLed(col + state, row - 1, color, disp);
touchAnimLed(col + state, row + 0, color, disp);
touchAnimLed(col + state, row + 1, color, disp);
touchAnimLed(col + state - 1, row + 2, color, disp);
break;
}
break;
case playedCrosses:
touchAnimLed(col, row + state, color, disp);
touchAnimLed(col, row - state, color, disp);
touchAnimLed(col - state, row, color, disp);
touchAnimLed(col + state, row, color, disp);
break;
case playedStars:
if (state % 2 == 1) {
touchAnimLed(col, row + state, color, disp);
touchAnimLed(col, row - state, color, disp);
touchAnimLed(col - state, row, color, disp);
touchAnimLed(col + state, row, color, disp);
}
else {
int half_state = state / 2;
touchAnimLed(col - half_state, row + half_state, color, disp);
touchAnimLed(col + half_state, row - half_state, color, disp);
touchAnimLed(col - half_state, row - half_state, color, disp);
touchAnimLed(col + half_state, row + half_state, color, disp);
}
break;
case playedTargets:
for (int r = row + state; r < NUMROWS; ++r) {
touchAnimLed(col, r, color, disp);
}
for (int r = row - state; r >= 0; --r) {
touchAnimLed(col, r, color, disp);
}
for (int c = col - state; c >= 0; --c) {
touchAnimLed(c, row, color, disp);
}
for (int c = col + state; c < NUMCOLS; ++c) {
touchAnimLed(c, row, color, disp);
}
break;
case playedUp:
for (int r = row + state; r < NUMROWS; ++r) {
touchAnimLed(col, r, color, disp);
}
break;
case playedDown:
for (int r = row - state; r >= 0; --r) {
touchAnimLed(col, r, color, disp);
}
break;
case playedLeft:
for (int c = col - state; c >= 0; --c) {
touchAnimLed(c, row, color, disp);
}
break;
case playedRight:
for (int c = col + state; c < NUMCOLS; ++c) {
touchAnimLed(c, row, color, disp);
}
break;
case playedOrbits:
switch (state % 4) {
case 0: touchAnimLed(col - 1, row + 1, color, disp); touchAnimLed(col + 1, row - 1, color, disp); break;
case 1: touchAnimLed(col, row - 1, color, disp); touchAnimLed(col, row + 1, color, disp); break;
case 2: touchAnimLed(col + 1, row + 1, color, disp); touchAnimLed(col - 1, row - 1, color, disp); break;
case 3: touchAnimLed(col - 1, row, color, disp); touchAnimLed(col + 1, row, color, disp); break;
}
break;
}
}
}
void performAdvanceTouchAnimations(unsigned long nowMillis) {
if ((Split[LEFT].playedTouchMode == playedCell || Split[LEFT].playedTouchMode == playedSame) &&
(Split[RIGHT].playedTouchMode == playedCell || Split[RIGHT].playedTouchMode == playedSame)) return;
bool buffer_started = false;
for (byte row = 0; row < NUMROWS; ++row) {
int32_t colsInRowAnimated = colsInRowsAnimated[row];
while (colsInRowAnimated) {
byte col = 31 - __builtin_clz(colsInRowAnimated);
if (!buffer_started) {
startBufferedLeds();
buffer_started = true;
}
// clear the animation of the touch in its last state
drawTouchedAnimation(col, row, cellOff, touchAnimationLastState[col][row]);
colsInRowAnimated &= ~(1 << col);
}
}
if (buffer_started) {
for (byte row = 0; row < NUMROWS; ++row) {
int32_t colsInRowAnimated = colsInRowsAnimated[row];
while (colsInRowAnimated) {
byte col = 31 - __builtin_clz(colsInRowAnimated);
signed char state = touchAnimationLastState[col][row];
unsigned long speed = touchAnimationSpeed[col][row];
// if the cell is still touched without a pending release and at least 100ms have passed since
// the initial touch, update the speed of the animation based on the current pressure, but apply
// it with a slew rate
TouchInfo* c = &cell(col, row);
if (c->touched == touchedCell && c->pendingReleaseCount == 0 && calcTimeDelta(nowMillis, c->lastTouch) > 100) {
speed -= speed/3;
speed += calcTouchAnimationSpeed(Split[getSplitOf(col)].playedTouchMode, scale1016to127(c->pressureZ, true))/3;
touchAnimationSpeed[col][row] = speed;
}
// if we exceed the time delay between each animation step, increase the state counter
// and reset the delay
if (calcTimeDelta(nowMillis, touchAnimationLastMoment[col][row]) >= speed) {
state += 1;
touchAnimationLastMoment[col][row] = nowMillis;
}
// draw the animation of the touch in its last state
drawTouchedAnimation(col, row, cellOn, state);
colsInRowAnimated &= ~(1 << col);
}
}
finishBufferedLeds();
}
}