2019-05-11 16:20:53 +02:00
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/*
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* Aurora: https://github.com/pixelmatix/aurora
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* Copyright (c) 2014 Jason Coon
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef Patterns_H
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#define Patterns_H
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#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
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#include "Vector.h"
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#include "Boid.h"
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#include "Attractor.h"
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/*
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* Note from mrfaptastic:
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*
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* Commented out patterns are due to the fact they either didn't work properly with a non-square display,
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* or from my personal opinion, are crap.
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*/
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#include "PatternTest.h"
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//#include "PatternNoiseSmearing.h" // Doesn't seem to work, omitting.
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#include "PatternSpiro.h"
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#include "PatternRadar.h"
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#include "PatternSwirl.h"
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#include "PatternPendulumWave.h"
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#include "PatternFlowField.h"
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#include "PatternIncrementalDrift.h"
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2024-07-28 23:00:45 +02:00
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#include "PatternIncrementalDrift2.h" // Doesn't seem to work, omitting.
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2019-05-11 16:20:53 +02:00
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#include "PatternMunch.h"
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#include "PatternElectricMandala.h"
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//#include "PatternSpin.h" // Doesn't seem to work, omitting.
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#include "PatternSimplexNoise.h"
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#include "PatternWave.h"
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#include "PatternAttract.h"
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//#include "PatternBounce.h" // Doesn't seem to work, omitting.
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#include "PatternFlock.h"
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#include "PatternInfinity.h"
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#include "PatternPlasma.h"
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#include "PatternSnake.h"
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2020-12-02 20:39:03 +01:00
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#include "PatternInvaders.h"
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2019-05-11 16:20:53 +02:00
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//#include "PatternCube.h" // Doesn't seem to work, omitting.
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//#include "PatternFire.h" // Doesn't seem to work, omitting.
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#include "PatternLife.h"
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#include "PatternMaze.h"
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//#include "PatternPulse.h" // Doesn't seem to work, omitting.
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//#include "PatternSpark.h" // Doesn't seem to work, omitting.
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#include "PatternSpiral.h"
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class Patterns : public Playlist {
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private:
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PatternTest patternTest;
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// PatternRainbowFlag rainbowFlag; // doesn't work
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// PatternPaletteSmear paletteSmear;
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// PatternMultipleStream multipleStream; // doesn't work
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// PatternMultipleStream2 multipleStream2; // doesn't work
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// PatternMultipleStream3 multipleStream3; // doesn't work
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// PatternMultipleStream4 multipleStream4; // doesn't work
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// PatternMultipleStream5 multipleStream5; // doesn't work
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// PatternMultipleStream8 multipleStream8; // doesn't work
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PatternSpiro spiro;
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// PatternRadar radar;
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PatternSwirl swirl;
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PatternPendulumWave pendulumWave;
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PatternFlowField flowField;
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PatternIncrementalDrift incrementalDrift;
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PatternIncrementalDrift2 incrementalDrift2;
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2019-05-11 16:20:53 +02:00
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PatternMunch munch;
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PatternElectricMandala electricMandala;
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// PatternSpin spin;
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PatternSimplexNoise simplexNoise;
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PatternWave wave;
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PatternAttract attract;
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// PatternBounce bounce;
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PatternFlock flock;
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PatternInfinity infinity;
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PatternPlasma plasma;
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2020-12-02 20:39:03 +01:00
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PatternInvadersSmall invadersSmall;
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2019-05-11 16:20:53 +02:00
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// PatternInvadersMedium invadersMedium;
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// PatternInvadersLarge invadersLarge;
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PatternSnake snake;
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// PatternCube cube;
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// PatternFire fire;
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PatternLife life;
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PatternMaze maze;
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// PatternPulse pulse;
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// PatternSpark spark;
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PatternSpiral spiral;
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int currentIndex = 0;
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Drawable* currentItem;
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int getCurrentIndex() {
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return currentIndex;
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}
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2024-07-28 23:00:45 +02:00
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const static int PATTERN_COUNT = 14;
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Drawable* shuffledItems[PATTERN_COUNT];
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Drawable* items[PATTERN_COUNT] = {
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// &patternTest, // ok
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&spiro, // cool
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// &paletteSmear, // fail
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// &multipleStream, // fail
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// &multipleStream8,// fail
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// &multipleStream5,// fail
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// &multipleStream3,// fail
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// &radar, // fail
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// &multipleStream4, // fail
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// &multipleStream2, // fail
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&life, // ok
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&flowField,
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&pendulumWave, //11 ok
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2020-12-01 17:28:17 +01:00
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2020-12-02 20:39:03 +01:00
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&incrementalDrift, //12 ok
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&incrementalDrift2, // 13 fail
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&munch, // 14 ok
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2024-07-28 23:00:45 +02:00
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// &electricMandala, // 15 ok, but ugly (vortigont)
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// &spin, // 16 ok but repetitive
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// &simplexNoise, // 17 - cool!
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// &wave, // 18 ok (can't work with 256+ matrix due to uint8_t vars)
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// &rainbowFlag, //20 // fail
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&attract, // 21 ok
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// &swirl, // 22 ok, but ugly (vortigont)
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// &bounce, // bouncing line crap
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&flock, // works
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&infinity, // works
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&plasma, // works
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// &invadersSmall, // works ish, but ugly (vortigont)
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// &invadersMedium, // fail
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// &invadersLarge, // fail
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&snake, // ok
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// &cube, // works ish
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// &fire, // ok ish
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&maze, // ok
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// &pulse,// fail
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// &spark, // same as fire
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&spiral, // ok
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};
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public:
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Patterns() {
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// add the items to the shuffledItems array
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for (int a = 0; a < PATTERN_COUNT; a++) {
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shuffledItems[a] = items[a];
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}
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shuffleItems();
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this->currentItem = items[0];
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this->currentItem->start();
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}
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char* Drawable::name = (char *)"Patterns";
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void stop() {
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if (currentItem)
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currentItem->stop();
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}
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void start() {
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if (currentItem)
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currentItem->start();
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}
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void move(int step) {
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currentIndex += step;
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if (currentIndex >= PATTERN_COUNT) currentIndex = 0;
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else if (currentIndex < 0) currentIndex = PATTERN_COUNT - 1;
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if (effects.paletteIndex == effects.RandomPaletteIndex)
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effects.RandomPalette();
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moveTo(currentIndex);
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//if (!isTimeAvailable && currentItem == &analogClock)
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// move(step);
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}
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void moveRandom(int step) {
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currentIndex += step;
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if (currentIndex >= PATTERN_COUNT) currentIndex = 0;
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else if (currentIndex < 0) currentIndex = PATTERN_COUNT - 1;
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if (effects.paletteIndex == effects.RandomPaletteIndex)
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effects.RandomPalette();
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if (currentItem)
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currentItem->stop();
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currentItem = shuffledItems[currentIndex];
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if (currentItem)
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currentItem->start();
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// if (!isTimeAvailable && currentItem == &analogClock)
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// moveRandom(step);
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}
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void shuffleItems() {
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for (int a = 0; a < PATTERN_COUNT; a++)
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{
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int r = random(a, PATTERN_COUNT);
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Drawable* temp = shuffledItems[a];
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shuffledItems[a] = shuffledItems[r];
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shuffledItems[r] = temp;
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}
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}
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unsigned int drawFrame() {
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return currentItem->drawFrame();
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}
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void listPatterns() {
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Serial.println(F("{"));
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Serial.print(F(" \"count\": "));
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Serial.print(PATTERN_COUNT);
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Serial.println(",");
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Serial.println(F(" \"results\": ["));
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for (int i = 0; i < PATTERN_COUNT; i++) {
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Serial.print(F(" \""));
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Serial.print(i, DEC);
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Serial.print(F(": "));
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Serial.print(items[i]->name);
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if (i == PATTERN_COUNT - 1)
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Serial.println(F("\""));
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else
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Serial.println(F("\","));
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}
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Serial.println(" ]");
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Serial.println("}");
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}
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char * getCurrentPatternName()
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{
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return currentItem->name;
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}
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void moveTo(int index) {
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if (currentItem)
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currentItem->stop();
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currentIndex = index;
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currentItem = items[currentIndex];
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if (currentItem)
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currentItem->start();
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}
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bool setPattern(String name) {
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for (int i = 0; i < PATTERN_COUNT; i++) {
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if (name.compareTo(items[i]->name) == 0) {
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moveTo(i);
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return true;
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}
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}
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return false;
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}
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bool setPattern(int index) {
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if (index >= PATTERN_COUNT || index < 0)
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return false;
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moveTo(index);
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return true;
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}
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};
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#endif
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