ESP32-HUB75-MatrixPanel-DMA/examples/ChainedPanelsAuroraDemo/Patterns.h

259 lines
6.4 KiB
C++

/*
* 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 Patterns_H
#define Patterns_H
#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
#include "Vector.h"
#include "Boid.h"
#include "Attractor.h"
/*
* Note from mrfaptastic:
*
* Commented out patterns are due to the fact they either didn't work properly with a non-square display,
* or from my personal opinion, are crap.
*
* Kosso: I have removed the crappy ones and added a less crappy (and working!) Fire demo ;)
*
*/
#include "PaletteFireKoz.h" // Added by Kosso
#include "PatternFireKoz.h" // Added by Kosso
#include "PatternSpiro.h"
#include "PatternRadar.h"
#include "PatternSwirl.h"
#include "PatternPendulumWave.h"
#include "PatternFlowField.h"
#include "PatternIncrementalDrift.h"
#include "PatternMunch.h"
#include "PatternElectricMandala.h"
#include "PatternSimplexNoise.h"
#include "PatternWave.h"
#include "PatternAttract.h"
#include "PatternFlock.h"
#include "PatternInfinity.h"
#include "PatternPlasma.h"
#include "PatternSnake.h"
#include "PatternFire.h" // Not very good.
#include "PatternLife.h"
#include "PatternMaze.h"
#include "PatternSpiral.h"
class Patterns : public Playlist {
private:
PatternFireKoz fireKoz;
PatternSpiro spiro;
PatternSwirl swirl;
PatternPendulumWave pendulumWave;
PatternFlowField flowField;
PatternIncrementalDrift incrementalDrift;
PatternMunch munch;
PatternElectricMandala electricMandala;
PatternSimplexNoise simplexNoise;
PatternWave wave;
PatternAttract attract;
PatternFlock flock;
PatternPlasma plasma;
PatternSnake snake;
PatternFire fire;
PatternLife life;
PatternMaze maze;
PatternSpiral spiral;
int currentIndex = 0;
Drawable* currentItem;
int getCurrentIndex() {
return currentIndex;
}
const static int PATTERN_COUNT = 18;
Drawable* shuffledItems[PATTERN_COUNT];
Drawable* items[PATTERN_COUNT] = {
&fireKoz, // added by Kosso
&spiro,
&life,
&flowField,
&pendulumWave,
&incrementalDrift,
&munch,
&electricMandala,
&simplexNoise,
&wave,
&attract,
&swirl,
&flock,
&plasma,
&snake,
&fire,
&maze,
&spiral,
};
public:
Patterns() {
// add the items to the shuffledItems array
for (int a = 0; a < PATTERN_COUNT; a++) {
shuffledItems[a] = items[a];
}
shuffleItems();
this->currentItem = items[0];
this->currentItem->start();
}
char* Drawable::name = (char *)"Patterns";
void stop() {
if (currentItem)
currentItem->stop();
}
void start() {
if (currentItem)
currentItem->start();
}
void move(int step) {
currentIndex += step;
if (currentIndex >= PATTERN_COUNT) currentIndex = 0;
else if (currentIndex < 0) currentIndex = PATTERN_COUNT - 1;
if (effects.paletteIndex == effects.RandomPaletteIndex)
effects.RandomPalette();
moveTo(currentIndex);
//if (!isTimeAvailable && currentItem == &analogClock)
// move(step);
}
void moveRandom(int step) {
currentIndex += step;
if (currentIndex >= PATTERN_COUNT) currentIndex = 0;
else if (currentIndex < 0) currentIndex = PATTERN_COUNT - 1;
if (effects.paletteIndex == effects.RandomPaletteIndex)
effects.RandomPalette();
if (currentItem)
currentItem->stop();
currentItem = shuffledItems[currentIndex];
if (currentItem)
currentItem->start();
// if (!isTimeAvailable && currentItem == &analogClock)
// moveRandom(step);
}
void shuffleItems() {
for (int a = 0; a < PATTERN_COUNT; a++)
{
int r = random(a, PATTERN_COUNT);
Drawable* temp = shuffledItems[a];
shuffledItems[a] = shuffledItems[r];
shuffledItems[r] = temp;
}
}
unsigned int drawFrame() {
return currentItem->drawFrame();
}
void listPatterns() {
Serial.println(F("{"));
Serial.print(F(" \"count\": "));
Serial.print(PATTERN_COUNT);
Serial.println(",");
Serial.println(F(" \"results\": ["));
for (int i = 0; i < PATTERN_COUNT; i++) {
Serial.print(F(" \""));
Serial.print(i, DEC);
Serial.print(F(": "));
Serial.print(items[i]->name);
if (i == PATTERN_COUNT - 1)
Serial.println(F("\""));
else
Serial.println(F("\","));
}
Serial.println(" ]");
Serial.println("}");
}
int getPatternIndex()
{
return currentIndex;
}
char * getCurrentPatternName()
{
return currentItem->name;
}
void moveTo(int index) {
if (currentItem)
currentItem->stop();
currentIndex = index;
currentItem = items[currentIndex];
if (currentItem)
currentItem->start();
}
bool setPattern(String name) {
for (int i = 0; i < PATTERN_COUNT; i++) {
if (name.compareTo(items[i]->name) == 0) {
moveTo(i);
return true;
}
}
return false;
}
bool setPattern(int index) {
if (index >= PATTERN_COUNT || index < 0)
return false;
moveTo(index);
return true;
}
};
#endif