- First complete version of firmware. Currently being tested in the rehearsal room
- Added bunch of screens, fonts and images - Added script to read out frame buffer (function currently disabled in Firmware)
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Firmware/Screens_Display/Screen_Mode_Change.c
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147
Firmware/Screens_Display/Screen_Mode_Change.c
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/*
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* File: Screen_Mode_Change.c
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*
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* Created: Created: Saturday October 2025 21:07:48
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* Author: Chris
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*/
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// ============================================================================================
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// Includes
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#include "../Screens.h"
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#include "../UI_Control.h"
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#include "../Mode_Manager.h"
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#include "../Display.h"
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#include "../Display_Objects.h"
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#include "../Display_Default_Configurations.h"
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#include "Common_Screen_Elements.h"
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// ============================================================================================
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// Defines
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// ============================================================================================
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// Variables
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extern const uint16_t _Image_Forest_Pine_Midi_64x64[];
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extern const uint16_t _Image_Steel_Blue_Jam_Happy_64x64[];
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extern const uint16_t _Image_Stone_Blue_Light_On_64x64[];
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static Mode _Mode;
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static uint32_t _Counter;
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// ============================================================================================
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// Function Declarations
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void Screen_Setup_Mode_Change(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration, Mode mode);
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static void Screen_Init (Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration);
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static void Screen_Tick (void);
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static void Screen_Click (uint button_return_value);
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static void Screen_Touch_Event (int16_t x, int16_t y);
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static void Screen_Action_CW (Object_ID object_id);
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static void Screen_Action_CCW (Object_ID object_id);
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static void Screen_On_Object_Focused (Object_ID object_id);
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static void Screen_On_Object_Defocused (Object_ID object_id);
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static void Screen_On_Object_Select (Object_ID object_id);
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static void Screen_On_Object_Deselect (Object_ID object_id);
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/*******************************************************************
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Functions
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*******************************************************************/
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void Screen_Setup_Mode_Change(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration, Mode mode)
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{
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_Mode = mode;
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_Counter = 0;
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Screen_Init(direction_out, direction_in, type, frame_duration);
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}
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void Screen_Init(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration)
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{
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// _Screen_Last = Screen_Init; // We don't want that here...
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_Screen_Tick = Screen_Tick;
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_Screen_Click = Screen_Click;
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_Screen_Touch_Event = Screen_Touch_Event;
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_Screen_Action_CW = Screen_Action_CW;
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_Screen_Action_CCW = Screen_Action_CCW;
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_Screen_On_Objects_Focused = Screen_On_Object_Focused;
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_Screen_On_Objects_Defocused = Screen_On_Object_Defocused;
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_Screen_On_Object_Select = Screen_On_Object_Select;
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_Screen_On_Object_Deselect = Screen_On_Object_Deselect;
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Display_Objects_Clear();
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Display_Screen_Transition_Start(direction_out, direction_in, type, frame_duration);
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//////////////////////////////
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// Add Display Objects here //
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//////////////////////////////
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Common_Screen_Element_Init_Current_Mode(_Mode);
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}
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void Screen_Tick(void)
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{
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const uint32_t Counter_Max = 50;
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if(_Counter == Counter_Max)
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{
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if(_Screen_Idle_Active == true) {
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Screen_Setup_Idle(TRANSITION_NONE, TRANSITION_NONE, SCREEN_TRANSITION_DEFAULT_EASING, SCREEN_TRANSITION_DEFAULT_FRAMES);
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} else {
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_Screen_Last(TRANSITION_NONE, TRANSITION_NONE, SCREEN_TRANSITION_DEFAULT_EASING, SCREEN_TRANSITION_DEFAULT_FRAMES);
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}
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}
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_Counter++;
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}
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void Screen_Click(uint button_return_value)
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{
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}
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void Screen_Touch_Event(int16_t x, int16_t y)
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{
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}
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void Screen_Action_CW(Object_ID object_id)
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{
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}
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void Screen_Action_CCW(Object_ID object_id)
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{
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}
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void Screen_On_Object_Focused(Object_ID object_id)
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{
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}
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void Screen_On_Object_Defocused(Object_ID object_id)
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{
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}
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void Screen_On_Object_Select(Object_ID object_id)
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{
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}
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void Screen_On_Object_Deselect(Object_ID object_id)
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{
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}
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/*******************************************************************
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Internal Functions
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*******************************************************************/
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