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Bugfix and Improve the details in OLEDDisplayUiState during transition #2

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Feb 23, 2021
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18 changes: 13 additions & 5 deletions src/OLEDDisplayUi.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -184,6 +184,7 @@ void OLEDDisplayUi::nextFrame() {
if (this->state.frameState != IN_TRANSITION) {
this->state.manuelControll = true;
this->state.frameState = IN_TRANSITION;
this->state.transitionFrameTarget = getNextFrameNumber();
this->state.ticksSinceLastStateSwitch = 0;
this->lastTransitionDirection = this->state.frameTransitionDirection;
this->state.frameTransitionDirection = 1;
Expand Down Expand Up @@ -261,6 +262,7 @@ void OLEDDisplayUi::tick() {
if (this->state.ticksSinceLastStateSwitch >= this->ticksPerTransition){
this->state.frameState = FIXED;
this->state.currentFrame = getNextFrameNumber();
this->state.transitionFrameTarget = 0;
this->state.ticksSinceLastStateSwitch = 0;
this->nextFrameNumber = -1;
}
Expand Down Expand Up @@ -339,10 +341,14 @@ void OLEDDisplayUi::drawFrame(){

// Prope each frameFunction for the indicator Drawen state
this->enableIndicator();
(this->frameFunctions[this->state.currentFrame])(this->display, &this->state, x, y);
this->state.transitionFrameRelationship = OUTGOING;
//Since we're IN_TRANSITION, draw the old frame in a sliding-out position
(this->frameFunctions[this->state.currentFrame])(this->display, &this->state, x, y);
drawenCurrentFrame = this->state.isIndicatorDrawen;

this->enableIndicator();
this->state.transitionFrameRelationship = INCOMING;
//Since we're IN_TRANSITION, draw the mew frame in a sliding-in position
(this->frameFunctions[this->getNextFrameNumber()])(this->display, &this->state, x1, y1);

// Build up the indicatorDrawState
Expand All @@ -368,7 +374,9 @@ void OLEDDisplayUi::drawFrame(){
// And set indicatorDrawState to "not known yet"
this->indicatorDrawState = 0;
this->enableIndicator();
(this->frameFunctions[this->state.currentFrame])(this->display, &this->state, 0, 0);
this->state.transitionFrameRelationship = NONE;
//Since we're not transitioning, just draw the current frame at the origin
(this->frameFunctions[this->state.currentFrame])(this->display, &this->state, 0, 0);
break;
}
}
Expand Down Expand Up @@ -429,15 +437,15 @@ void OLEDDisplayUi::drawIndicator() {
switch (this->indicatorPosition){
case TOP:
y = 0 - (8 * indicatorFadeProgress);
x = (this->display->width() / 2) - frameStartPos + 12 * i;
x = (this->display->width() / 2) - frameStartPos + indicatorSpacing * i;
break;
case BOTTOM:
y = (this->display->height() - 8) + (8 * indicatorFadeProgress);
x = (this->display->width() / 2) - frameStartPos + 12 * i;
x = (this->display->width() / 2) - frameStartPos + indicatorSpacing * i;
break;
case RIGHT:
x = (this->display->width() - 8) + (8 * indicatorFadeProgress);
y = (this->display->height() / 2) - frameStartPos + 2 + 12 * i;
y = (this->display->height() / 2) - frameStartPos + 2 + indicatorSpacing * i;
break;
case LEFT:
default:
Expand Down
7 changes: 7 additions & 0 deletions src/OLEDDisplayUi.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,6 +72,11 @@ enum FrameState {
FIXED
};

enum TransitionRelationship {
NONE,
INCOMING,
OUTGOING,
};

const uint8_t ANIMATION_activeSymbol[] PROGMEM = {
0x00, 0x18, 0x3c, 0x7e, 0x7e, 0x3c, 0x18, 0x00
Expand All @@ -89,6 +94,8 @@ struct OLEDDisplayUiState {

FrameState frameState;
uint8_t currentFrame;
uint8_t transitionFrameTarget;
TransitionRelationship transitionFrameRelationship;

bool isIndicatorDrawen;

Expand Down