made each preset unique and added animations

This commit is contained in:
2022-09-20 23:20:50 +02:00
parent ac57e8c9cb
commit 07e2bd50c9
3 changed files with 194 additions and 49 deletions

View File

@@ -60,11 +60,11 @@ SevSeg sevseg;
/*
* key button matrix
*/
//#include <Key.h>
#include <Keypad.h>
const byte rows = 4; //four rows
const byte cols = 3; //three columns
//Hardware inputs ordered from the bottom left = 1 to the top right = 12 on the switch matrix,
char keys[rows][cols] = { // assiging arbitraty uid to each button
{9,5,1},
{10,6,2},
@@ -94,10 +94,13 @@ const int BUTTON_Rotary = 4;
/*
* custom display animations
*/
//#include "animations.h"
#include "animations.h"
//int animationFrame = 0;
//bool animationLooping = true;
int animationFrame = 0;
bool animationPlaying = false;
unsigned int animationLastFrameMillis = 0;
unsigned int animationFrameDelayMillis = 64;
bool animationLooping = false;
/*
* time cooldown managment
@@ -156,6 +159,8 @@ unsigned int sevSegCoolDown = 5000;
Serial.println("setup complete");
playAnimation(0);
}
/*
@@ -163,6 +168,13 @@ unsigned int sevSegCoolDown = 5000;
*/
void loop()
{
//animation draw tick
if (animationPlaying && millis() > (animationLastFrameMillis + animationFrameDelayMillis))
{
drawAnimation(animationLooping);
animationLastFrameMillis = millis();
}
//INPUTS
if (millis() > lastInputMillis + inputCoolDown)
{
@@ -197,7 +209,7 @@ void loop()
//clear screen after no input delay
if (millis() > lastInputMillis + sevSegCoolDown)
{
sevseg.blank();
//sevseg.blank();
}
sevseg.refreshDisplay();
@@ -386,32 +398,50 @@ MemSlot* getMemorySlot(String memSlotName)
void sendInputOuput(int input)
{
if (isInMenu)
{
animationPlaying = false;
}
else
{
//sevseg.setNumber(input, -1);
playAnimation(1);
}
lastInputMillis = millis();
sevseg.setNumber(input, -1);
int mode = (getMemorySlot("prst")->value) % (sizeof(modes)/(sizeof(Action)*15));
Action actionToRun = modes[mode][input-1];
if (actionToRun.keyID == -1) //menu
int numberOfModes = sizeof(modes)/(sizeof(Action)*15);
int currentMode = (getMemorySlot("prst")->value) % numberOfModes;
//Hardware inputs ordered from the bottom left = 1 to the top right = 12 on the switch matrix,
Action actionToRun = modes[currentMode][input-1]; //getting the virtual inputs from the modes array.
//Inputs uids starts with 1, so input - 1 to get the index 0 of the array
if (actionToRun.keyID == -1) //menu input, input mapping can be changed in modeAction.h
{
if (isInMenu)
{
menuBack();
playAnimation(3);
}
else
{
isInMenu = true;
sevseg.blank();
sevseg.blank(); // clear display
playAnimation(2);
printMenu();
}
}
else if (isInMenu && input == 13) //menu prev
else if (isInMenu && input == 13) //menu prev, hardcoded input
{
menuPrev();
}
else if (isInMenu && input == 14) //menu next
else if (isInMenu && input == 14) //menu next, hardcoded input
{
menuNext();
}
else if (isInMenu && input == 15) //menu enter
else if (isInMenu && input == 15) //menu enter, hardcoded input
{
menuEnter();
}
@@ -419,13 +449,41 @@ void sendInputOuput(int input)
{
clickKey(actionToRun.keyID, actionToRun.keyModifierID);
}
}
void clickKey(int key, int modifier)
{
if (modifier != -1) Keyboard.set_modifier(modifier);
Keyboard.set_modifier(modifier);
Keyboard.press(key);
Keyboard.release(key);
Keyboard.set_modifier(0);
Keyboard.send_now();
//Keyboard.send_now(); //can't remember what's that's for
}
void playAnimation(int animID)
{
currentAnimationID = animID;
animationFrame = 0;
animationPlaying = true;
}
void drawAnimation(bool looping)
{
int currentAnimationFrameTotal = animData[currentAnimationID].animationFrameCount;
sevseg.setSegments(animData[currentAnimationID].animationPtr + (animationFrame * (sizeof(const uint8_t)*4)));
animationFrame++;
if (animationFrame == currentAnimationFrameTotal)
{
animationFrame = 0;
if (!looping)
{
animationPlaying = false;
sevseg.blank();
if (isInMenu) //not great
{
printMenu();
}
}
}
}