Remove the need to manually enable the visualizer

example_keyboards
Fred Sundvik 8 years ago
parent 1e7585e767
commit 64d63ab422

@ -136,13 +136,12 @@ bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
// Don't worry, if the startup animation is long, you can use the keyboard like normal
// during that time
static keyframe_animation_t startup_animation = {
.num_frames = 3,
.num_frames = 2,
.loop = false,
.frame_lengths = {0, gfxMillisecondsToTicks(10000), 0},
.frame_functions = {
display_logo,
backlight_keyframe_animate_color,
enable_visualization
},
};
@ -198,7 +197,7 @@ static keyframe_animation_t suspend_animation = {
};
static keyframe_animation_t resume_animation = {
.num_frames = 5,
.num_frames = 4,
.loop = false,
.frame_lengths = {0, 0, 0, gfxMillisecondsToTicks(10000), 0},
.frame_functions = {
@ -206,7 +205,6 @@ static keyframe_animation_t resume_animation = {
backlight_keyframe_enable,
display_logo,
backlight_keyframe_animate_color,
enable_visualization,
},
};

@ -110,13 +110,12 @@ bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
// Don't worry, if the startup animation is long, you can use the keyboard like normal
// during that time
static keyframe_animation_t startup_animation = {
.num_frames = 3,
.num_frames = 2,
.loop = false,
.frame_lengths = {0, gfxMillisecondsToTicks(10000), 0},
.frame_functions = {
display_logo,
backlight_keyframe_animate_color,
enable_visualization
},
};
@ -140,7 +139,7 @@ static keyframe_animation_t suspend_animation = {
};
static keyframe_animation_t resume_animation = {
.num_frames = 5,
.num_frames = 4,
.loop = false,
.frame_lengths = {0, 0, 0, gfxMillisecondsToTicks(10000), 0},
.frame_functions = {
@ -148,7 +147,6 @@ static keyframe_animation_t resume_animation = {
backlight_keyframe_enable,
display_logo,
backlight_keyframe_animate_color,
enable_visualization,
},
};

@ -154,6 +154,14 @@ void stop_all_keyframe_animations(void) {
}
}
static uint8_t get_num_running_animations(void) {
uint8_t count = 0;
for (int i=0;i<MAX_SIMULTANEOUS_ANIMATIONS;i++) {
count += animations[i] ? 1 : 0;
}
return count;
}
static bool update_keyframe_animation(keyframe_animation_t* animation, visualizer_state_t* state, systemticks_t delta, systemticks_t* sleep_time) {
// TODO: Clean up this messy code
dprintf("Animation frame%d, left %d, delta %d\n", animation->current_frame,
@ -228,14 +236,6 @@ bool keyframe_no_operation(keyframe_animation_t* animation, visualizer_state_t*
return false;
}
bool enable_visualization(keyframe_animation_t* animation, visualizer_state_t* state) {
(void)animation;
(void)state;
dprint("User visualizer inited\n");
visualizer_enabled = true;
return false;
}
// TODO: Optimize the stack size, this is probably way too big
static DECLARE_THREAD_STACK(visualizerThreadStack, 1024);
static DECLARE_THREAD_FUNCTION(visualizerThread, arg) {
@ -276,13 +276,15 @@ static DECLARE_THREAD_FUNCTION(visualizerThread, arg) {
systemticks_t sleep_time = TIME_INFINITE;
systemticks_t current_time = gfxSystemTicks();
bool force_update = true;
while(true) {
systemticks_t new_time = gfxSystemTicks();
systemticks_t delta = new_time - current_time;
current_time = new_time;
bool enabled = visualizer_enabled;
if (!same_status(&state.status, &current_status)) {
if (force_update || !same_status(&state.status, &current_status)) {
force_update = false;
if (visualizer_enabled) {
if (current_status.suspended) {
stop_all_keyframe_animations();
@ -320,10 +322,10 @@ static DECLARE_THREAD_FUNCTION(visualizerThread, arg) {
#ifdef EMULATOR
draw_emulator();
#endif
// The animation can enable the visualizer
// And we might need to update the state when that happens
// so don't sleep
if (enabled != visualizer_enabled) {
// Enable the visualizer when the startup or the suspend animation has finished
if (!visualizer_enabled && state.status.suspended == false && get_num_running_animations() == 0) {
visualizer_enabled = true;
force_update = true;
sleep_time = 0;
}

@ -130,20 +130,22 @@ void run_next_keyframe(keyframe_animation_t* animation, visualizer_state_t* stat
// Does nothing, useful for adding delays
bool keyframe_no_operation(keyframe_animation_t* animation, visualizer_state_t* state);
// Call this once, when the initial animation has finished, alternatively you can call it
// directly from the initalize_user_visualizer function (the animation can be null)
bool enable_visualization(keyframe_animation_t* animation, visualizer_state_t* state);
// The master can set userdata which will be transferred to the slave
#ifdef VISUALIZER_USER_DATA_SIZE
void visualizer_set_user_data(void* user_data);
#endif
// These functions have to be implemented by the user
void initialize_user_visualizer(visualizer_state_t* state);
// Called regularly each time the state has changed (but not every scan loop)
void update_user_visualizer_state(visualizer_state_t* state, visualizer_keyboard_status_t* prev_status);
// Called when the computer goes to suspend, will also stop calling update_user_visualizer_state
void user_visualizer_suspend(visualizer_state_t* state);
// You have to start at least one animation as a response to the following two functions
// When the animation has finished the visualizer will resume normal operation and start calling the
// update_user_visualizer_state again
// Called when the keyboard boots up
void initialize_user_visualizer(visualizer_state_t* state);
// Called when the computer resumes from a suspend
void user_visualizer_resume(visualizer_state_t* state);
#endif /* VISUALIZER_H */

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