Remove the need to manually enable the visualizer
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1e7585e767
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64d63ab422
@ -136,13 +136,12 @@ bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
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// Don't worry, if the startup animation is long, you can use the keyboard like normal
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// during that time
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static keyframe_animation_t startup_animation = {
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.num_frames = 3,
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.num_frames = 2,
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.loop = false,
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.frame_lengths = {0, gfxMillisecondsToTicks(10000), 0},
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.frame_functions = {
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display_logo,
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backlight_keyframe_animate_color,
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enable_visualization
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},
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};
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@ -198,7 +197,7 @@ static keyframe_animation_t suspend_animation = {
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};
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static keyframe_animation_t resume_animation = {
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.num_frames = 5,
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.num_frames = 4,
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.loop = false,
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.frame_lengths = {0, 0, 0, gfxMillisecondsToTicks(10000), 0},
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.frame_functions = {
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@ -206,7 +205,6 @@ static keyframe_animation_t resume_animation = {
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backlight_keyframe_enable,
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display_logo,
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backlight_keyframe_animate_color,
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enable_visualization,
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},
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};
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@ -110,13 +110,12 @@ bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
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// Don't worry, if the startup animation is long, you can use the keyboard like normal
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// during that time
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static keyframe_animation_t startup_animation = {
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.num_frames = 3,
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.num_frames = 2,
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.loop = false,
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.frame_lengths = {0, gfxMillisecondsToTicks(10000), 0},
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.frame_functions = {
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display_logo,
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backlight_keyframe_animate_color,
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enable_visualization
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},
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};
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@ -140,7 +139,7 @@ static keyframe_animation_t suspend_animation = {
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};
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static keyframe_animation_t resume_animation = {
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.num_frames = 5,
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.num_frames = 4,
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.loop = false,
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.frame_lengths = {0, 0, 0, gfxMillisecondsToTicks(10000), 0},
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.frame_functions = {
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@ -148,7 +147,6 @@ static keyframe_animation_t resume_animation = {
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backlight_keyframe_enable,
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display_logo,
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backlight_keyframe_animate_color,
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enable_visualization,
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},
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};
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@ -154,6 +154,14 @@ void stop_all_keyframe_animations(void) {
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}
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}
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static uint8_t get_num_running_animations(void) {
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uint8_t count = 0;
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for (int i=0;i<MAX_SIMULTANEOUS_ANIMATIONS;i++) {
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count += animations[i] ? 1 : 0;
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}
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return count;
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}
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static bool update_keyframe_animation(keyframe_animation_t* animation, visualizer_state_t* state, systemticks_t delta, systemticks_t* sleep_time) {
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// TODO: Clean up this messy code
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dprintf("Animation frame%d, left %d, delta %d\n", animation->current_frame,
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@ -228,14 +236,6 @@ bool keyframe_no_operation(keyframe_animation_t* animation, visualizer_state_t*
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return false;
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}
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bool enable_visualization(keyframe_animation_t* animation, visualizer_state_t* state) {
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(void)animation;
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(void)state;
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dprint("User visualizer inited\n");
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visualizer_enabled = true;
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return false;
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}
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// TODO: Optimize the stack size, this is probably way too big
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static DECLARE_THREAD_STACK(visualizerThreadStack, 1024);
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static DECLARE_THREAD_FUNCTION(visualizerThread, arg) {
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@ -276,13 +276,15 @@ static DECLARE_THREAD_FUNCTION(visualizerThread, arg) {
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systemticks_t sleep_time = TIME_INFINITE;
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systemticks_t current_time = gfxSystemTicks();
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bool force_update = true;
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while(true) {
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systemticks_t new_time = gfxSystemTicks();
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systemticks_t delta = new_time - current_time;
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current_time = new_time;
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bool enabled = visualizer_enabled;
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if (!same_status(&state.status, ¤t_status)) {
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if (force_update || !same_status(&state.status, ¤t_status)) {
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force_update = false;
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if (visualizer_enabled) {
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if (current_status.suspended) {
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stop_all_keyframe_animations();
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@ -320,10 +322,10 @@ static DECLARE_THREAD_FUNCTION(visualizerThread, arg) {
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#ifdef EMULATOR
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draw_emulator();
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#endif
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// The animation can enable the visualizer
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// And we might need to update the state when that happens
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// so don't sleep
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if (enabled != visualizer_enabled) {
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// Enable the visualizer when the startup or the suspend animation has finished
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if (!visualizer_enabled && state.status.suspended == false && get_num_running_animations() == 0) {
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visualizer_enabled = true;
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force_update = true;
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sleep_time = 0;
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}
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@ -130,20 +130,22 @@ void run_next_keyframe(keyframe_animation_t* animation, visualizer_state_t* stat
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// Does nothing, useful for adding delays
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bool keyframe_no_operation(keyframe_animation_t* animation, visualizer_state_t* state);
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// Call this once, when the initial animation has finished, alternatively you can call it
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// directly from the initalize_user_visualizer function (the animation can be null)
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bool enable_visualization(keyframe_animation_t* animation, visualizer_state_t* state);
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// The master can set userdata which will be transferred to the slave
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#ifdef VISUALIZER_USER_DATA_SIZE
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void visualizer_set_user_data(void* user_data);
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#endif
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// These functions have to be implemented by the user
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void initialize_user_visualizer(visualizer_state_t* state);
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// Called regularly each time the state has changed (but not every scan loop)
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void update_user_visualizer_state(visualizer_state_t* state, visualizer_keyboard_status_t* prev_status);
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// Called when the computer goes to suspend, will also stop calling update_user_visualizer_state
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void user_visualizer_suspend(visualizer_state_t* state);
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// You have to start at least one animation as a response to the following two functions
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// When the animation has finished the visualizer will resume normal operation and start calling the
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// update_user_visualizer_state again
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// Called when the keyboard boots up
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void initialize_user_visualizer(visualizer_state_t* state);
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// Called when the computer resumes from a suspend
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void user_visualizer_resume(visualizer_state_t* state);
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#endif /* VISUALIZER_H */
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