Tasmota/lib/lib_basic/NeoPixelBus-2.6.1.4/examples/animations/NeoPixelCylon/NeoPixelCylon.ino
Jason2866 0e0275cf43
Patch 2 (#173)
* ili9341 update

* update ili9341

* Update support_tasmota.ino

* fix scripter bug

* Deep+

* Update ILI9341_2.cpp

Fix invert display

* Update xdsp_04_ili9341.ino

Fix display modes

* fix ili9341 m5stack

* Refactor DHT negative temps

* Standardize on unconnected pin being -1

* Back to chain+

* Strict

* strict

* Update platformio_tasmota32.ini

* Fix renderer

* Change NeoPixelBus library from v2.6.0 to v2.6.1.4

* display batch

* Update xdrv_13_display.ino

* ldf strict

Co-authored-by: gemu2015 <gmutz2010@googlemail.com>
Co-authored-by: Theo Arends <11044339+arendst@users.noreply.github.com>
2021-02-14 16:04:03 +01:00

124 lines
3.3 KiB
C++

// NeoPixelCylon
// This example will move a Cylon Red Eye back and forth across the
// the full collection of pixels on the strip.
//
// This will demonstrate the use of the NeoEase animation ease methods; that provide
// simulated acceleration to the animations.
//
//
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
const uint16_t PixelCount = 16; // make sure to set this to the number of pixels in your strip
const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
const RgbColor CylonEyeColor(HtmlColor(0x7f0000));
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// for esp8266 omit the pin
//NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount);
NeoPixelAnimator animations(2); // only ever need 2 animations
uint16_t lastPixel = 0; // track the eye position
int8_t moveDir = 1; // track the direction of movement
// uncomment one of the lines below to see the effects of
// changing the ease function on the movement animation
AnimEaseFunction moveEase =
// NeoEase::Linear;
// NeoEase::QuadraticInOut;
// NeoEase::CubicInOut;
NeoEase::QuarticInOut;
// NeoEase::QuinticInOut;
// NeoEase::SinusoidalInOut;
// NeoEase::ExponentialInOut;
// NeoEase::CircularInOut;
void FadeAll(uint8_t darkenBy)
{
RgbColor color;
for (uint16_t indexPixel = 0; indexPixel < strip.PixelCount(); indexPixel++)
{
color = strip.GetPixelColor(indexPixel);
color.Darken(darkenBy);
strip.SetPixelColor(indexPixel, color);
}
}
void FadeAnimUpdate(const AnimationParam& param)
{
if (param.state == AnimationState_Completed)
{
FadeAll(10);
animations.RestartAnimation(param.index);
}
}
void MoveAnimUpdate(const AnimationParam& param)
{
// apply the movement animation curve
float progress = moveEase(param.progress);
// use the curved progress to calculate the pixel to effect
uint16_t nextPixel;
if (moveDir > 0)
{
nextPixel = progress * PixelCount;
}
else
{
nextPixel = (1.0f - progress) * PixelCount;
}
// if progress moves fast enough, we may move more than
// one pixel, so we update all between the calculated and
// the last
if (lastPixel != nextPixel)
{
for (uint16_t i = lastPixel + moveDir; i != nextPixel; i += moveDir)
{
strip.SetPixelColor(i, CylonEyeColor);
}
}
strip.SetPixelColor(nextPixel, CylonEyeColor);
lastPixel = nextPixel;
if (param.state == AnimationState_Completed)
{
// reverse direction of movement
moveDir *= -1;
// done, time to restart this position tracking animation/timer
animations.RestartAnimation(param.index);
}
}
void SetupAnimations()
{
// fade all pixels providing a tail that is longer the faster
// the pixel moves.
animations.StartAnimation(0, 5, FadeAnimUpdate);
// take several seconds to move eye fron one side to the other
animations.StartAnimation(1, 2000, MoveAnimUpdate);
}
void setup()
{
strip.Begin();
strip.Show();
SetupAnimations();
}
void loop()
{
// this is all that is needed to keep it running
// and avoiding using delay() is always a good thing for
// any timing related routines
animations.UpdateAnimations();
strip.Show();
}