ESP32-HUB75-MatrixPanel-DMA/examples/AuroraDemo/PatternMunch.h

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2019-05-11 16:20:53 +02:00
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Munch pattern created by J.B. Langston: https://github.com/jblang/aurora/blob/master/PatternMunch.h
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PatternMunch_H
#define PatternMunch_H
class PatternMunch : public Drawable {
private:
byte count = 0;
byte dir = 1;
byte flip = 0;
byte generation = 0;
public:
PatternMunch() {
name = (char *)"Munch";
}
unsigned int drawFrame() {
for (byte x = 0; x < MATRIX_WIDTH; x++) {
for (byte y = 0; y < MATRIX_HEIGHT; y++) {
effects.leds[XY(x, y)] = (x ^ y ^ flip) < count ? effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) : CRGB::Black;
// The below is more pleasant
// effects.leds[XY(x, y)] = effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) ;
}
}
count += dir;
if (count <= 0 || count >= MATRIX_WIDTH) {
dir = -dir;
}
if (count <= 0) {
if (flip == 0)
flip = MATRIX_WIDTH-1;
else
flip = 0;
}
generation++;
// show it ffs!
effects.ShowFrame();
return 60;
}
};
#endif