33b95f534f
Tested with 128x128 pane (four 64x64 panels) Signed-off-by: Emil Muratov <gpm@hotplug.ru>
61 lines
2.3 KiB
C++
61 lines
2.3 KiB
C++
/*
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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 PatternInfinity_H
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class PatternInfinity : public Drawable {
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public:
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PatternInfinity() {
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name = (char *)"Infinity";
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}
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unsigned int drawFrame() {
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// dim all pixels on the display slightly
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// to 250/255 (98%) of their current brightness
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blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, 250);
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// effects.DimAll(250); effects.ShowFrame();
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// the Effects class has some sample oscillators
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// that move from 0 to 255 at different speeds
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effects.MoveOscillators();
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// the horizontal position of the head of the infinity sign
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// oscillates from 0 to the maximum horizontal and back
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int x = (VPANEL_W - 1) - effects.p[1];
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// the vertical position of the head oscillates
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// from 8 to 23 and back (hard-coded for a 32x32 matrix)
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int y = map8(sin8(effects.osci[3]), 8, 23);
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// the hue oscillates from 0 to 255, overflowing back to 0
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byte hue = sin8(effects.osci[5]);
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// draw a pixel at x,y using a color from the current palette
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effects.Pixel(x, y, hue);
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effects.ShowFrame();
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return 30;
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}
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};
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#endif
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