including light effects from different project

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2024-12-15 22:46:44 +01:00
parent e4621f8ad8
commit 6db9bd85a5
20 changed files with 1533 additions and 43 deletions
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/**
* @file EffectStateMachine.h
* @author Gustice
* @brief Effect-State-Machine-Class for processing Effect Macros
* @version 0.6
* @date 2019-10-01
*
* @copyright Copyright (c) 2019
*
*/
#pragma once
#include "Color.hpp"
#include "Macro.hpp"
#include <cstdint>
#include "ExactIndex.hpp"
namespace Effect {
/**
* @brief Effect State Machine Class
* @details Processes Effect macro array Macro entry subsequently
* Processing is executed in following manner:
* \li Index-incrementing each Tick
* \li ticks until duration \ref EffMacro is finished
* \li each tick the index incremented by templateLength/duration
* \li Repeats-processing
* \li Each repeat the tick and the index are set back to start
* \li Switches to next Macro enty
* \li Next entry is given by 'next' index
* \li Color changes can be executed optionally
*/
class StateMachine {
public:
/// @brief Collection of object configuration at startup
struct Parameter {
/// @brief Idle intensity as background color
uint8_t idleIntens;
/// @brief dynamic range as variation around background color
uint8_t dynamicRange;
/// @brief Fade steps for color changes
uint8_t fadeSteps;
/// @brief Count of target LEDs
uint8_t targetCount;
};
///@brief Construct a new Effect State Machine object
///@param templateLength Length of waveforms that are used to display
StateMachine(Parameter &parameter);
///@brief Sets the effect state machine to process given effect macro
///@param sequence reference to sequence
///@param startColor Start color. Use noColor to invoke with default color
///@param initialDelay Number of steps that are waited before effect is started
void setEffect(const Macro &sequence, Color const *startColor = noColor, uint8_t initialDelay = 0);
/// @brief Sets the effect state machine to process given effect macro
/// @param sequence reference to sequence
/// @param startColor Start color. Use noColor to invoke with default color
/// @param intens Idle intensity for effect. Use nullptr to start with default intensity
/// @param delayedStart Number of steps that are waited before effect is started
void setEffect(const Macro &sequence, Color const *startColor, const uint8_t *intens,
const uint8_t delayedStart);
/// @brief Execute step of state machine
/// @details Each tick the tick variable is decremented. After the limit is reached,
/// the current macro line is either repeated or the next macro line is started (with
/// an optional color change).\n
/// @note Tick must be called regularly. For standard light applications all 40 ms seems to be
/// a convenient values.
/// @return Color const* Reference to color result
virtual Color tick(void);
/// Black out lights
static Color UpdateBlank(StepProcessVars &pcsParam);
/// Continuous illumination in idle intensity
static Color UpdateIdle(StepProcessVars &pcsParam);
/// Keep latest state on hold
static Color UpdateFreeze(StepProcessVars &pcsParam);
/// Step through a defined waveform
static Color UpdateWave(StepProcessVars &pcsParam);
/// Step through a defined waveform backwards
static Color UpdateRevWave(StepProcessVars &pcsParam);
/// Show flicker effect with idle intensity as static part with dynamic flicker-range
static Color UpdateFlicker(StepProcessVars &pcsParam);
protected:
/// Collection of process values to maintain processing state machine
struct ProcessValues {
/// Decrementing tick, counting duration
uint8_t tick;
/// Decrementing repeats of current Effect-part
uint8_t repeats;
/// Index to macro element
uint8_t macroIdx;
/// Current index to waveform
uint16_t waveIdx;
/// Index step each tick according to duration and template length.
uint16_t waveStep;
};
/// @brief Concentrated parameter values of instance
Parameter &_params;
Color const * _curentColor;
ProcessValues _prcValues;
void SetIndexes(void);
Macro const *_p_effSeq;
Macro_t const *_p_effMac;
ExactIndex _idx;
// Color& (*apF_Effects)(StateMachine * SM);
typedef Color const *pEffPrc(StateMachine *);
};
} // namespace Effect