/* * Screen_Loading.c * * Created: Fri Apr 02 2021 14:34:01 * Author Chris */ // ============================================================================================ // Includes #include "../Screens.h" #include "../Display_Default_Configurations.h" #include "../Version.h" #include "../Display.h" #include "../Display_Color.h" #include "../Display_Objects.h" // ============================================================================================ // Defines #define LOADING_MAX 100 #define DOT_ANIMATION_SPEED 8 #define TEXT_CHANGE_INTERVAL 25 #define PROGRESS_UPDATE_DELAY 2 // Logo fade-in animation settings #define LOGO_FADE_START_FRAME 40 // Frame when logo starts appearing #define LOGO_FADE_DURATION 25 // Frames to complete fade-in #define LOGO_HOLD_DURATION 35 // Frames to hold at full opacity before transition // Clean Monochromatic Colors (RGB565) #define COLOR_BACKGROUND 0x0000 // Pure black #000000 #define COLOR_TEXT_PRIMARY 0xBEF7 // Off-white #F5F5F5 #define COLOR_TEXT_SECONDARY 0x1084 // Medium gray #808080 #define COLOR_PROGRESS_TRACK 0x4529 // Dark track #252832 #define COLOR_PROGRESS_FILL 0xFBDE // Light gray #DEDEDE #define COLOR_DOT_ACTIVE 0xFFFF // Pure white #FFFFFF #define COLOR_DOT_INACTIVE 0x0842 // Dark gray #404450 // ============================================================================================ // Variables extern const unsigned char _Font_DejaVu_Sans_Mono_10x17[]; extern const unsigned char _Font_DejaVu_Sans_Mono_6x12[]; extern const unsigned char _Font_DejaVu_Sans_Mono_Bold_Oblique_10x19[]; extern const uint16_t _Image_Fad_Logo_Background_160x160[]; static Object_ID _Object_Progress_Track; static Object_ID _Object_Progress_Fill; static Object_ID _Object_Loading_Text; static Object_ID _Object_Status_Text; static Object_ID _Object_Version_Text; static Object_ID _Object_Dots[3]; static Object_ID _Object_Logo_Image; static int32_t _Counter; static int32_t _Loading_Value; static int32_t _Post_Load_Wait; static int32_t _Animation_Counter; static int32_t _Dot_Animation_Phase; static int32_t _Text_Phase; static int32_t _Logo_Blend_Phase; static int32_t _Logo_Fade_Counter; // Loading status messages static char* _Loading_Messages[] = { "Initializing system...", "Loading configuration...", "Preparing interface...", "Setting up hardware...", "Configuring display...", "Loading resources...", "Finalizing setup...", "Ready to start!" }; static const int _Message_Count = 8; // ============================================================================================ // Function Declarations void Screen_Setup_Loading(); 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); // Helper functions static void Update_Dot_Animation(void); static void Update_Status_Text(void); static void Update_Logo_Fade_Animation(void); static float Smooth_Fade_Curve(float t); /******************************************************************* Functions *******************************************************************/ void Screen_Setup_Loading() { _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(); // Initialize variables _Loading_Value = 0; _Animation_Counter = 0; _Dot_Animation_Phase = 0; _Text_Phase = 0; _Post_Load_Wait = 0; _Logo_Blend_Phase = 0; _Logo_Fade_Counter = 0; // Create fonts Font_ID Font_Primary = Display_Objects_Add_Font(_Font_DejaVu_Sans_Mono_10x17, 1); Font_ID Font_Secondary = Display_Objects_Add_Font(_Font_DejaVu_Sans_Mono_6x12, 0); Font_ID Font_Micro = Display_Objects_Add_Font(_Font_DejaVu_Sans_Mono_6x12, 0); ////////////////////////////// // Add Display Objects here // ////////////////////////////// // Progress bar background track _Object_Progress_Track = Display_Objects_Add_Rectangle_Filled(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 45, NOT_SELECTABLE, COLOR_PROGRESS_TRACK, DISPLAY_WIDTH - 60, 8, NO_STYLE, NO_ANIMATION); // Progress bar fill _Object_Progress_Fill = Display_Objects_Add_Value_Bar_Rect(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 45, NOT_SELECTABLE, &_Loading_Value, LOADING_MAX, 0, LEFT_TO_RIGHT, COLOR_PROGRESS_FILL, DISPLAY_WIDTH - 60, 8, NO_STYLE, NO_ANIMATION); // Three dots positioned below progress bar for(int i = 0; i < 3; i++) { _Object_Dots[i] = Display_Objects_Add_Circle_Frame(CENTER_MIDDLE, BOTH_IN_PERCENT, 46 + (i * 4), 55, NOT_SELECTABLE, COLOR_DOT_INACTIVE, 3, 1, NO_STYLE, NO_ANIMATION); } // Main loading text, // Above progress bar _Object_Loading_Text = Display_Objects_Add_Text(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 35, NOT_SELECTABLE, "Loading", Font_Primary, COLOR_TEXT_PRIMARY, NO_STYLE, NO_ANIMATION); // Dynamic status text // Below dots _Object_Status_Text = Display_Objects_Add_Text(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 65, NOT_SELECTABLE, _Loading_Messages[0], Font_Secondary, COLOR_TEXT_SECONDARY, NO_STYLE, NO_ANIMATION); // Version text (minimal, bottom corner) char version_string[16]; sprintf(version_string, "v%s", VERSION_BUILD_STRING); _Object_Version_Text = Display_Objects_Add_Text(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 96, NOT_SELECTABLE, version_string, Font_Micro, COLOR_TEXT_SECONDARY, NO_STYLE, NO_ANIMATION); // Logo image (initially disabled, will be shown during blend) _Object_Logo_Image = Display_Objects_Add_Image(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 50, NOT_SELECTABLE, _Image_Fad_Logo_Background_160x160, 0, NO_STYLE, NO_ANIMATION); Display_Objects_Update_Enabled(_Object_Logo_Image, false); Display_Objects_Update_Alpha(_Object_Logo_Image, 0); Display_Select_First_Object(); Display_Select_Object(); _Counter = 0; } void Screen_Tick(void) { _Animation_Counter++; // Update loading progress if(_Loading_Value < LOADING_MAX) { if(_Animation_Counter % PROGRESS_UPDATE_DELAY == 0) { _Loading_Value++; } } // Update animated dots Update_Dot_Animation(); // Update status text periodically if(_Animation_Counter % TEXT_CHANGE_INTERVAL == 0) { Update_Status_Text(); } // Handle completion if(_Loading_Value >= LOADING_MAX) { _Post_Load_Wait++; if(_Post_Load_Wait == 20) { // Set all dots to active state for(int i = 0; i < 3; i++) { Display_Objects_Update_Color(_Object_Dots[i], COLOR_DOT_ACTIVE); } Display_Objects_Update_Text(_Object_Status_Text, "Complete!"); // Recenter the completion text Display_Objects_Update_Coordinates(_Object_Status_Text, CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 65); } else if(_Post_Load_Wait >= 25 && _Post_Load_Wait < LOGO_FADE_START_FRAME) { // Start fading out loading elements early (15 frames before logo appears) float Fade_Factor = (float)(_Post_Load_Wait - 25) / (LOGO_FADE_START_FRAME - 25); // Apply smooth easing curve for more natural fade Fade_Factor = Smooth_Fade_Curve(Fade_Factor); // Calculate faded colors for loading elements Display_Color Faded_Primary = Display_Color_Interpolate_Float(COLOR_TEXT_PRIMARY , COLOR_BACKGROUND, Fade_Factor); Display_Color Faded_Secondary = Display_Color_Interpolate_Float(COLOR_TEXT_SECONDARY , COLOR_BACKGROUND, Fade_Factor); Display_Color Faded_Progress = Display_Color_Interpolate_Float(COLOR_PROGRESS_FILL , COLOR_BACKGROUND, Fade_Factor); Display_Color Faded_Dots = Display_Color_Interpolate_Float(COLOR_DOT_ACTIVE , COLOR_BACKGROUND, Fade_Factor); Display_Color Faded_Track = Display_Color_Interpolate_Float(COLOR_PROGRESS_TRACK , COLOR_BACKGROUND, Fade_Factor); // Apply faded colors Display_Objects_Update_Color(_Object_Loading_Text, Faded_Primary); Display_Objects_Update_Color(_Object_Status_Text, Faded_Secondary); Display_Objects_Update_Color(_Object_Version_Text, Faded_Secondary); Display_Objects_Update_Color(_Object_Progress_Fill, Faded_Progress); Display_Objects_Update_Color(_Object_Progress_Track, Faded_Track); for(int i = 0; i < 3; i++) { Display_Objects_Update_Color(_Object_Dots[i], Faded_Dots); } } else if(_Post_Load_Wait >= LOGO_FADE_START_FRAME) { Update_Logo_Fade_Animation(); if(_Post_Load_Wait >= LOGO_FADE_START_FRAME + LOGO_FADE_DURATION + LOGO_HOLD_DURATION) { Screen_Setup_Menu_Main(TRANSITION_LEFT, TRANSITION_NONE, INOUT_SINE, 25, true, 3); } } } } 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) { } /******************************************************************* Internal Functions *******************************************************************/ static void Update_Dot_Animation(void) { // Only animate dots while loading if(_Loading_Value >= LOADING_MAX) return; _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) ? COLOR_DOT_ACTIVE : COLOR_DOT_INACTIVE; Display_Objects_Update_Color(_Object_Dots[i], dot_color); } } static void Update_Status_Text(void) { // Only update text while loading if(_Loading_Value >= LOADING_MAX) return; // Calculate which message to show based on progress int message_index = (_Loading_Value * _Message_Count) / LOADING_MAX; if(message_index >= _Message_Count) { message_index = _Message_Count - 1; } // Update the status text Display_Objects_Update_Text(_Object_Status_Text, _Loading_Messages[message_index]); } static void Update_Logo_Fade_Animation(void) { // Enable logo on first frame if not already enabled if(_Logo_Fade_Counter == 0) { Display_Objects_Update_Enabled(_Object_Logo_Image, true); } _Logo_Fade_Counter++; // Calculate fade progress (0.0 to 1.0) float Fade_Progress = (float)_Logo_Fade_Counter / (float)LOGO_FADE_DURATION; // Clamp to valid range if(Fade_Progress > 1.0f) { Fade_Progress = 1.0f; } // Apply easing for smoother fade-in (ease-out cubic) float Eased_Progress = Ease_Out_Cubic(Fade_Progress); // Convert to alpha value (0-255) uint8_t Alpha_Value = (uint8_t)(Eased_Progress * 127.0f); // Update the logo's alpha Display_Objects_Update_Alpha(_Object_Logo_Image, Alpha_Value); } static float Smooth_Fade_Curve(float t) { // Smoothstep function for natural easing: 3t² - 2t³ // Provides smooth acceleration and deceleration if(t <= 0.0f) return 0.0f; if(t >= 1.0f) return 1.0f; return t * t * (3.0f - 2.0f * t); }