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