boothifier/include/Animations.h

88 lines
3.8 KiB
C++

#pragma once
#include <Arduino.h>
#include <FastLED.h>
#include <functional>
#include "ColorPalettes.h"
#include "PWM_Output.h"
#include "system.h"
#define MinLoopDelay 2
#define MaxLoopDelay 200
#define MaxSpeed 100
#define RANDOM_DECAY true
#define LINEAR_DECAY false
#define CYCLES_PER_DIRECTION 2
#define FIRE_COOLING 55
#define FIRE_SPARKING 120
#define FIRE_brightness 240
struct ANIM_FIRE {
int speed;
uint8_t cooling = FIRE_COOLING; // How much does the fire cool as it rises. Less cooling = taller flames. Default 55, suggested range 20-100
uint8_t sparking = FIRE_SPARKING; // What chance (out of 255) is there that a new spark will be lit. Higher chance = more roaring fire. Default 120, suggested range 50-200
uint8_t brightness = FIRE_brightness; // Overall brightness of the fire effect. Default 240, suggested range 50-255
};
extern ANIM_FIRE fireSettings;
struct ANIM_COMET {
int speed;
int minFade;
int maxFade;
float sizeFactor;
int cycles;
int count;
};
extern ANIM_COMET cometSettings;
struct ANIM_SNAKES{
int speed;
int cycles;
int multiplier;
};
extern ANIM_SNAKES snakeSettings;
void Animation_Init(void);
void Animation_Loop(bool volatile& loop_active_flag, int speed, std::function<int()> callback);
void Animation_Loop_Limited(bool volatile& loop_active_flag, int speed, TickType_t duration, std::function<int()> callback);
void Animation_Loop_Cycles(bool volatile& loop_active_flag, int speed, uint32_t loop_cycles, std::function<int()> callback);
void Anim_Rainbow(bool volatile& loop_active_flag, CRGB* leds, int size, int speed);
void Anim_Fire(bool volatile& activeFlag, CRGB* leds, int size, int speed, const CRGBPalette16& firePalette, int shift);
void Anim_Color_Sectors(bool volatile& activeFlag, CRGB* leds, int size, const COLOR_PACK& colorPack, bool gaps, uint8_t numRepeats, int minSpeed, int maxSpeed) ;
//template<typename TPalette>
//void Anim_Color_Gradient_Trans(bool volatile& activeFlag, CRGB* leds, int size, TPalette& palette, uint8_t paletteSize, uint8_t numRepeats, int speed);
//void Anim_Color_Gradient_Red_Yellow_Violet(bool volatile& activeFlag, CRGB* leds, int size, int speed);
void Anim_Comets(bool volatile& activeFlag, CRGB* leds, int size, const COLOR_PACK& colorPack, int minSpeed, int maxSpeed, bool randomDecay, int cometMultiplier = 1);
//void Anim_Comet_Rainbow(bool volatile& activeFlag, CRGB* leds, int size, int speed);
void Anim_TimedFill(bool volatile& activeFlag, CRGB* leds, int size, CRGB col1, CRGB col2, int totalDurationMs, int shift);
void Anim_TimedFill_Flash(bool volatile& activeFlag, CRGB* leds, int size, PWM_Output* pwmOut, RAMP_LIGHT_SETTINGS* pwmSettings, int pwmOutDelay, int flashTimeout, CRGB baseCol, CRGB fillCol, int totalDurationMs, int shift = 0);
void Anim_ColorBreath(bool volatile& activeFlag, CRGB* leds, int size, const COLOR_PACK& colors, uint32_t timeMs, int speed);
void Anim_Sparkle(bool volatile& activeFlag, CRGB* leds, int size, const COLOR_PACK& colors, int speed, uint8_t sparkleChance);
void Anim_GradientRotate(bool volatile& activeFlag, CRGB* leds, int size, const COLOR_PACK& colors, int speed);
void Anim_SolidWhite(bool volatile& activeFlag, CRGB* leds, PWM_Output* pwmOut, int size, int brightness, int timeoutMs = -1);
void Anim_Roating_Snakes(bool volatile& activeFlag, CRGB* leds, const COLOR_PACK& colorPack, int brightness);
void Anim_Snakes(bool volatile& activeFlag, CRGB* leds, int size, const COLOR_PACK& colorPack, int speed, int multiplier = 1);
void Anim_Birds(bool volatile& activeFlag, CRGB* leds, int size, const COLOR_PACK& colorPack, int speed , int multiplier = 1);
void Anim_Morph(bool volatile& activeFlag, CRGB* leds, int size, const COLOR_PACK& colorPack, int speed , int morphSteps);
uint32_t getRandomValue(uint32_t maxValue);