/* * File: Screen_EEPROM_Write.c * * Created: Created: Monday September 2025 16:12:05 * Author: Chris */ // ============================================================================================ // Includes #include "../Screens.h" #include "../Easings.h" #include "../UI_Control.h" #include "../EEPROM_M24C64.h" #include "../Display.h" #include "../Display_Color.h" #include "../Display_Objects.h" #include "../Display_Default_Configurations.h" // ============================================================================================ // Defines #define COLOR_DOT_ACTIVE 0xFFFF // Pure White #FFFFFF #define COLOR_DOT_INACTIVE 0x0842 // Dark Gray #404450 #define DOT_ANIMATION_SPEED 8 // Animation timing configuration #define TEXT_FADE_START_FRAME 70 // Start fading text earlier for overlap #define TEXT_FADE_DURATION 30 // Longer fade for smoother transition #define IMAGE_FADE_START_FRAME 80 // Image starts fading in #define IMAGE_FADE_DURATION 20 // Longer fade for smoother appearance #define ANIMATION_END_FRAME 160 // Total animation duration // ============================================================================================ // Variables extern const uint8_t _Font_DejaVu_Sans_Mono_Bold_15x26[]; extern const uint16_t _Image_Check_Green_64x64[]; extern const uint16_t _Image_Check_Green_128x128[]; extern const uint16_t _Image_Failed_Red_64x64[]; extern const uint16_t _Image_Failed_Red_128x128[]; static Object_ID _Object_Text_Writing; static Object_ID _Object_Dots[3]; static Object_ID _Object_Image; static bool _Code_Correct; static int _Counter; static uint32_t _EEPROM_Write_Status; static int32_t _Dot_Animation_Phase; static Display_Color _Text_Original_Color; static Display_Color _Dot_Active_Original_Color; static Display_Color _Dot_Inactive_Original_Color; // ============================================================================================ // Function Declarations void Screen_Setup_EEPROM_Write(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration, bool code_correct); static void Update_Dot_Animation(void); static void Screen_Init (Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration); static void Screen_Tick (void); static void Screen_Click (uint button_return_value); static void Screen_Touch_Event (int16_t x, int16_t y); static void Screen_Action_CW (Object_ID object_id); static void Screen_Action_CCW (Object_ID object_id); static void Screen_On_Object_Focused (Object_ID object_id); static void Screen_On_Object_Defocused (Object_ID object_id); static void Screen_On_Object_Select (Object_ID object_id); static void Screen_On_Object_Deselect (Object_ID object_id); /******************************************************************* Functions *******************************************************************/ void Screen_Setup_EEPROM_Write(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration, bool code_correct) { _Code_Correct = code_correct; Screen_Init(direction_out, direction_in, type, frame_duration); _Counter = 0; _Dot_Animation_Phase = 0; if(_Code_Correct) { EEPROM_Trigger_Update(); } _EEPROM_Write_Status = EEPROM_STATUS_NONE; } void Screen_Init(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration) { // _Screen_Last = Screen_Init; // I don't want that here... _Screen_Tick = Screen_Tick; _Screen_Click = Screen_Click; _Screen_Touch_Event = Screen_Touch_Event; _Screen_Action_CW = Screen_Action_CW; _Screen_Action_CCW = Screen_Action_CCW; _Screen_On_Objects_Focused = Screen_On_Object_Focused; _Screen_On_Objects_Defocused = Screen_On_Object_Defocused; _Screen_On_Object_Select = Screen_On_Object_Select; _Screen_On_Object_Deselect = Screen_On_Object_Deselect; Display_Objects_Clear(); Display_Screen_Transition_Start(direction_out, direction_in, type, frame_duration); ////////////////////////////// // Add Display Objects here // ////////////////////////////// _Text_Original_Color = DISPLAY_COLOR_LIGHTGREY; _Dot_Active_Original_Color = COLOR_DOT_ACTIVE; _Dot_Inactive_Original_Color = COLOR_DOT_INACTIVE; Font_ID Font_Text = Display_Objects_Add_Font(_Font_DejaVu_Sans_Mono_Bold_15x26, 0); if(_Code_Correct) { _Object_Text_Writing = Display_Objects_Add_Text(CENTER_BOTTOM, BOTH_IN_PERCENT, 50, 50, NOT_SELECTABLE, "Writing EEPROM", Font_Text, _Text_Original_Color, NO_STYLE, NO_ANIMATION); for(int i = 0; i < 3; i++) { _Object_Dots[i] = Display_Objects_Add_Circle_Frame(CENTER_MIDDLE, BOTH_IN_PERCENT, 50 + (i-1) * 6, 60, NOT_SELECTABLE, _Dot_Inactive_Original_Color, 4, 1, NO_STYLE, NO_ANIMATION); } _Object_Image = Display_Objects_Add_Image(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 50, NOT_SELECTABLE, _Image_Check_Green_128x128, 0, NO_STYLE, NO_ANIMATION); Display_Objects_Update_Enabled(_Object_Image, false); } else { Display_Objects_Add_Text(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 50, NOT_SELECTABLE, "Code Incorrect", Font_Text, _Text_Original_Color, NO_STYLE, NO_ANIMATION); } _Screen_Idle_Counter_Disable = true; Display_Select_Object(); } void Screen_Tick(void) { if(_Code_Correct) { Update_Dot_Animation(); } if(_Counter == IMAGE_FADE_START_FRAME && _Code_Correct) { if(_EEPROM_Write_Status == EEPROM_STATUS_NONE) { _EEPROM_Write_Status = EEPROM_Get_Write_Status(); } Display_Objects_Update_Enabled(_Object_Text_Writing, false); for(int i = 0; i < 3; i++) { Display_Objects_Update_Enabled(_Object_Dots[i], false); } if(_EEPROM_Write_Status == EEPROM_STATUS_WRITE_OK) { Display_Objects_Update_Enabled(_Object_Image, true); } else if(_EEPROM_Write_Status == EEPROM_STATUS_WRITE_FAILED) { Display_Objects_Update_Image(_Object_Image, _Image_Failed_Red_128x128); Display_Objects_Update_Enabled(_Object_Image, true); } // Display_Objects_Update_Alpha(_Object_Image, 0); Display_Objects_Update_Scale(_Object_Image, 0); } // Smooth text and dots fade-out (overlapping with image fade-in) if(_Counter >= TEXT_FADE_START_FRAME && _Counter < (TEXT_FADE_START_FRAME + TEXT_FADE_DURATION) && _Code_Correct) { float Fade_Progress = (float)(_Counter - TEXT_FADE_START_FRAME) / (float)TEXT_FADE_DURATION; // Use Ease_Out_Cubic for smooth, natural fade (accelerates at start, decelerates at end) float Eased_Progress = Ease_Out_Cubic(Fade_Progress); // Calculate inverse progress for fade-out (1.0 -> 0.0) float Fade_Out = 1.0f - Eased_Progress; // Fade text to background color Display_Color Faded_Text = Display_Color_Interpolate_Float(_Text_Original_Color, DISPLAY_COLOR_BLACK, Eased_Progress); Display_Objects_Update_Color(_Object_Text_Writing, Faded_Text); // Fade dots to background Display_Color Faded_Dot_Active = Display_Color_Interpolate_Float(_Dot_Active_Original_Color, DISPLAY_COLOR_BLACK, Eased_Progress); Display_Color Faded_Dot_Inactive = Display_Color_Interpolate_Float(_Dot_Inactive_Original_Color, DISPLAY_COLOR_BLACK, Eased_Progress); // Apply faded colors while maintaining animation state int Active_Dot = _Dot_Animation_Phase / DOT_ANIMATION_SPEED; for(int i = 0; i < 3; i++) { Display_Color Dot_Color = (i == Active_Dot) ? Faded_Dot_Active : Faded_Dot_Inactive; Display_Objects_Update_Color(_Object_Dots[i], Dot_Color); } } // Disable text and dots after fade-out completes if(_Counter == (TEXT_FADE_START_FRAME + TEXT_FADE_DURATION) && _Code_Correct) { Display_Objects_Update_Enabled(_Object_Text_Writing, false); for(int i = 0; i < 3; i++) { Display_Objects_Update_Enabled(_Object_Dots[i], false); } } // Smooth image fade-in with extended duration and better easing if(_Counter >= IMAGE_FADE_START_FRAME && _Counter < (IMAGE_FADE_START_FRAME + IMAGE_FADE_DURATION) && _Code_Correct) { float Fade_Progress = (float)(_Counter - IMAGE_FADE_START_FRAME) / (float)IMAGE_FADE_DURATION; // Use Ease_Out_Cubic for smooth, elegant appearance // This creates a fast start that gradually slows down - feels very natural float Eased_Progress = Ease_Out_Cubic(Fade_Progress); // Convert to alpha value (0-255) uint8_t Alpha_Value = (uint8_t)(Eased_Progress * 255.0f); Display_Objects_Update_Scale(_Object_Image, Eased_Progress); // Apply alpha to the appropriate image // Display_Objects_Update_Alpha(_Object_Image, Alpha_Value); } // Transition to next screen after animation completes if(_Counter >= ANIMATION_END_FRAME) { _Screen_Idle_Counter_Disable = false; Screen_Setup_Settings(TRANSITION_DOWN, TRANSITION_DOWN, SCREEN_TRANSITION_DEFAULT_EASING, SCREEN_TRANSITION_DEFAULT_FRAMES, 4); } _Counter++; } void Screen_Click(uint button_return_value) { } void Screen_Touch_Event(int16_t x, int16_t y) { } void Screen_Action_CW(Object_ID object_id) { } void Screen_Action_CCW(Object_ID object_id) { } void Screen_On_Object_Focused(Object_ID object_id) { } void Screen_On_Object_Defocused(Object_ID object_id) { } void Screen_On_Object_Select(Object_ID object_id) { } void Screen_On_Object_Deselect(Object_ID object_id) { if(_Counter >= 120) { _Screen_Idle_Counter_Disable = false; Screen_Setup_Settings(TRANSITION_DOWN, TRANSITION_DOWN, SCREEN_TRANSITION_DEFAULT_EASING, SCREEN_TRANSITION_DEFAULT_FRAMES, 4); } } /******************************************************************* Internal Functions *******************************************************************/ void Update_Dot_Animation(void) { _Dot_Animation_Phase++; if(_Dot_Animation_Phase >= (DOT_ANIMATION_SPEED * 3)) { _Dot_Animation_Phase = 0; } // Determine which dot should be active int Active_Dot = _Dot_Animation_Phase / DOT_ANIMATION_SPEED; // Update dot colors for(int i = 0; i < 3; i++) { Display_Color Dot_Color = (i == Active_Dot) ? _Dot_Active_Original_Color : _Dot_Inactive_Original_Color; Display_Objects_Update_Color(_Object_Dots[i], Dot_Color); } }