/* * Aurora: https://github.com/pixelmatix/aurora * Copyright (c) 2014 Jason Coon * * 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 PatternInfinity_H class PatternInfinity : public Drawable { public: PatternInfinity() { name = (char *)"Infinity"; } unsigned int drawFrame() { // dim all pixels on the display slightly // to 250/255 (98%) of their current brightness blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, 250); // effects.DimAll(250); effects.ShowFrame(); // the Effects class has some sample oscillators // that move from 0 to 255 at different speeds effects.MoveOscillators(); // the horizontal position of the head of the infinity sign // oscillates from 0 to the maximum horizontal and back int x = (VPANEL_W - 1) - effects.p[1]; // the vertical position of the head oscillates // from 8 to 23 and back (hard-coded for a 32x32 matrix) int y = map8(sin8(effects.osci[3]), 8, 23); // the hue oscillates from 0 to 255, overflowing back to 0 byte hue = sin8(effects.osci[5]); // draw a pixel at x,y using a color from the current palette effects.setPixelFromPaletteIndex(x, y, hue); effects.ShowFrame(); return 30; } }; #endif