Files
RP2350_MIDI_Lighter/Firmware/Screens_Display/Screen_Loading.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

359 lines
12 KiB
C

/*
* 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);
}