- Added bunch of screens, fonts and images - Added script to read out frame buffer (function currently disabled in Firmware)
296 lines
11 KiB
C
296 lines
11 KiB
C
/*
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* File: Screen_EEPROM_Write.c
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*
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* Created: Created: Monday September 2025 16:12:05
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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 "../Easings.h"
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#include "../UI_Control.h"
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#include "../EEPROM_M24C64.h"
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#include "../Display.h"
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#include "../Display_Color.h"
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#include "../Display_Objects.h"
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#include "../Display_Default_Configurations.h"
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// ============================================================================================
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// Defines
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#define COLOR_DOT_ACTIVE 0xFFFF // Pure White #FFFFFF
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#define COLOR_DOT_INACTIVE 0x0842 // Dark Gray #404450
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#define DOT_ANIMATION_SPEED 8
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// Animation timing configuration
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#define TEXT_FADE_START_FRAME 70 // Start fading text earlier for overlap
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#define TEXT_FADE_DURATION 30 // Longer fade for smoother transition
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#define IMAGE_FADE_START_FRAME 80 // Image starts fading in
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#define IMAGE_FADE_DURATION 20 // Longer fade for smoother appearance
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#define ANIMATION_END_FRAME 160 // Total animation duration
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// ============================================================================================
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// Variables
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extern const uint8_t _Font_DejaVu_Sans_Mono_Bold_15x26[];
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extern const uint16_t _Image_Check_Green_64x64[];
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extern const uint16_t _Image_Check_Green_128x128[];
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extern const uint16_t _Image_Failed_Red_64x64[];
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extern const uint16_t _Image_Failed_Red_128x128[];
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static Object_ID _Object_Text_Writing;
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static Object_ID _Object_Dots[3];
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static Object_ID _Object_Image;
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static bool _Code_Correct;
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static int _Counter;
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static uint32_t _EEPROM_Write_Status;
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static int32_t _Dot_Animation_Phase;
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static Display_Color _Text_Original_Color;
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static Display_Color _Dot_Active_Original_Color;
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static Display_Color _Dot_Inactive_Original_Color;
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// ============================================================================================
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// Function Declarations
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void Screen_Setup_EEPROM_Write(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration, bool code_correct);
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static void Update_Dot_Animation(void);
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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_EEPROM_Write(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration, bool code_correct)
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{
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_Code_Correct = code_correct;
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Screen_Init(direction_out, direction_in, type, frame_duration);
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_Counter = 0;
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_Dot_Animation_Phase = 0;
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if(_Code_Correct) {
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EEPROM_Trigger_Update();
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}
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_EEPROM_Write_Status = EEPROM_STATUS_NONE;
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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; // I 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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_Text_Original_Color = DISPLAY_COLOR_LIGHTGREY;
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_Dot_Active_Original_Color = COLOR_DOT_ACTIVE;
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_Dot_Inactive_Original_Color = COLOR_DOT_INACTIVE;
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Font_ID Font_Text = Display_Objects_Add_Font(_Font_DejaVu_Sans_Mono_Bold_15x26, 0);
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if(_Code_Correct) {
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_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);
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for(int i = 0; i < 3; i++) {
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_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);
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}
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_Object_Image = Display_Objects_Add_Image(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 50, NOT_SELECTABLE, _Image_Check_Green_128x128, 0, NO_STYLE, NO_ANIMATION);
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Display_Objects_Update_Enabled(_Object_Image, false);
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}
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else {
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Display_Objects_Add_Text(CENTER_MIDDLE, BOTH_IN_PERCENT, 50, 50, NOT_SELECTABLE, "Code Incorrect", Font_Text, _Text_Original_Color, NO_STYLE, NO_ANIMATION);
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}
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_Screen_Idle_Counter_Disable = true;
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Display_Select_Object();
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}
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void Screen_Tick(void)
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{
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if(_Code_Correct) {
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Update_Dot_Animation();
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}
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if(_Counter == IMAGE_FADE_START_FRAME && _Code_Correct)
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{
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if(_EEPROM_Write_Status == EEPROM_STATUS_NONE) {
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_EEPROM_Write_Status = EEPROM_Get_Write_Status();
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}
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Display_Objects_Update_Enabled(_Object_Text_Writing, false);
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for(int i = 0; i < 3; i++) {
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Display_Objects_Update_Enabled(_Object_Dots[i], false);
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}
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if(_EEPROM_Write_Status == EEPROM_STATUS_WRITE_OK) {
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Display_Objects_Update_Enabled(_Object_Image, true);
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} else if(_EEPROM_Write_Status == EEPROM_STATUS_WRITE_FAILED) {
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Display_Objects_Update_Image(_Object_Image, _Image_Failed_Red_128x128);
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Display_Objects_Update_Enabled(_Object_Image, true);
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}
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// Display_Objects_Update_Alpha(_Object_Image, 0);
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Display_Objects_Update_Scale(_Object_Image, 0);
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}
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// Smooth text and dots fade-out (overlapping with image fade-in)
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if(_Counter >= TEXT_FADE_START_FRAME && _Counter < (TEXT_FADE_START_FRAME + TEXT_FADE_DURATION) && _Code_Correct)
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{
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float Fade_Progress = (float)(_Counter - TEXT_FADE_START_FRAME) / (float)TEXT_FADE_DURATION;
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// Use Ease_Out_Cubic for smooth, natural fade (accelerates at start, decelerates at end)
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float Eased_Progress = Ease_Out_Cubic(Fade_Progress);
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// Calculate inverse progress for fade-out (1.0 -> 0.0)
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float Fade_Out = 1.0f - Eased_Progress;
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// Fade text to background color
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Display_Color Faded_Text = Display_Color_Interpolate_Float(_Text_Original_Color, DISPLAY_COLOR_BLACK, Eased_Progress);
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Display_Objects_Update_Color(_Object_Text_Writing, Faded_Text);
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// Fade dots to background
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Display_Color Faded_Dot_Active = Display_Color_Interpolate_Float(_Dot_Active_Original_Color, DISPLAY_COLOR_BLACK, Eased_Progress);
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Display_Color Faded_Dot_Inactive = Display_Color_Interpolate_Float(_Dot_Inactive_Original_Color, DISPLAY_COLOR_BLACK, Eased_Progress);
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// Apply faded colors while maintaining animation state
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int Active_Dot = _Dot_Animation_Phase / DOT_ANIMATION_SPEED;
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for(int i = 0; i < 3; i++) {
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Display_Color Dot_Color = (i == Active_Dot) ? Faded_Dot_Active : Faded_Dot_Inactive;
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Display_Objects_Update_Color(_Object_Dots[i], Dot_Color);
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}
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}
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// Disable text and dots after fade-out completes
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if(_Counter == (TEXT_FADE_START_FRAME + TEXT_FADE_DURATION) && _Code_Correct)
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{
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Display_Objects_Update_Enabled(_Object_Text_Writing, false);
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for(int i = 0; i < 3; i++) {
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Display_Objects_Update_Enabled(_Object_Dots[i], false);
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}
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}
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// Smooth image fade-in with extended duration and better easing
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if(_Counter >= IMAGE_FADE_START_FRAME && _Counter < (IMAGE_FADE_START_FRAME + IMAGE_FADE_DURATION) && _Code_Correct)
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{
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float Fade_Progress = (float)(_Counter - IMAGE_FADE_START_FRAME) / (float)IMAGE_FADE_DURATION;
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// Use Ease_Out_Cubic for smooth, elegant appearance
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// This creates a fast start that gradually slows down - feels very natural
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float Eased_Progress = Ease_Out_Cubic(Fade_Progress);
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// Convert to alpha value (0-255)
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uint8_t Alpha_Value = (uint8_t)(Eased_Progress * 255.0f);
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Display_Objects_Update_Scale(_Object_Image, Eased_Progress);
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// Apply alpha to the appropriate image
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// Display_Objects_Update_Alpha(_Object_Image, Alpha_Value);
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}
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// Transition to next screen after animation completes
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if(_Counter >= ANIMATION_END_FRAME) {
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_Screen_Idle_Counter_Disable = false;
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Screen_Setup_Settings(TRANSITION_DOWN, TRANSITION_DOWN, SCREEN_TRANSITION_DEFAULT_EASING, SCREEN_TRANSITION_DEFAULT_FRAMES, 4);
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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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if(_Counter >= 120) {
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_Screen_Idle_Counter_Disable = false;
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Screen_Setup_Settings(TRANSITION_DOWN, TRANSITION_DOWN, SCREEN_TRANSITION_DEFAULT_EASING, SCREEN_TRANSITION_DEFAULT_FRAMES, 4);
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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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void Update_Dot_Animation(void)
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{
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_Dot_Animation_Phase++;
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if(_Dot_Animation_Phase >= (DOT_ANIMATION_SPEED * 3)) {
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_Dot_Animation_Phase = 0;
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}
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// Determine which dot should be active
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int Active_Dot = _Dot_Animation_Phase / DOT_ANIMATION_SPEED;
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// Update dot colors
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for(int i = 0; i < 3; i++) {
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Display_Color Dot_Color = (i == Active_Dot) ? _Dot_Active_Original_Color : _Dot_Inactive_Original_Color;
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Display_Objects_Update_Color(_Object_Dots[i], Dot_Color);
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}
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} |