Files
RP2350_MIDI_Lighter/Firmware/Screens_Display/Screen_EEPROM_Write.c
Chris 89c875e38f - 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)
2025-10-26 20:57:58 +01:00

296 lines
11 KiB
C

/*
* 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);
}
}