Tasmota/lib/lib_basic/NeoPixelBus-2.6.1.4/examples/sevensegment/NeoSegmentFade/NeoSegmentFade.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

145 lines
4.1 KiB
C++

// NeoSegmentBus
// This example will demonstrate using the NeoSegmentBus which provides support for a
// seven segment LED digit driven by three WS2811; connected in series with other digits
//
// See https://shop.idlehandsdev.com/products/addressable-7-segment-display for a hardware example
//
// This example will print current seconds since start of the Arduino
// with a digit animating a circling path for each second
//
#include <NeoPixelSegmentBus.h>
#include <NeoPixelAnimator.h>
const uint16_t DigitCount = 5; // Max Digits, not segments, not pixels
const uint8_t BusPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
const uint16_t CycleDigit = 0;
const uint16_t SecondsDigit = 1;
#define brightness 128
NeoPixelSegmentBus<SevenSegmentFeature, NeoWs2811Method> strip(DigitCount, BusPin);
enum Animation
{
Animation_Cycle, // animation for the cycle indicator
Animation_Fade, // animation for fade of seconds
Animation_COUNT
};
NeoPixelAnimator animations(Animation_COUNT);
void CycleAnimation(const AnimationParam& param)
{
// calculate which segment should be on using the animation progress
uint8_t bitfield = 1 << (uint8_t)(param.progress * LedSegment_F);
// instant a digit with that segment on
SevenSegDigit digit(bitfield, brightness);
// apply it to the strip
strip.SetPixelColor(CycleDigit, digit);
}
// for the animation of fading the new number in, we use
// two digit DIBs (Device Independant Bitmaps) of SevenSegDigit to blend with;
// each sized one less than the strip due to the first is a used for the cycle
// animation.
typedef NeoDib<SevenSegDigit> SevenSegDib;
SevenSegDib StartingDigits(DigitCount - 1);
SevenSegDib EndingDigits(DigitCount - 1);
// shader class that will do the "string" blending
//
class DigitBlendShader
{
public:
// this shader always renders and doesn't track a dirty state
bool IsDirty() const
{
return true;
}
void ResetDirty()
{
}
SevenSegDigit Apply(uint16_t indexDigit, SevenSegDigit digit)
{
// since we call EndingDigits.Render below, the digit argument is
// from the EndingDigits so no need to call GetPixelColor to get it
// create a digit that is a blend between the last seconds
// value and the next seconds value using the BlendAmount
SevenSegDigit blendDigit = SevenSegDigit::LinearBlend(
StartingDigits.GetPixelColor(indexDigit),
digit,
BlendAmount);
return blendDigit;
}
float BlendAmount;
};
// the instance of our shader class
DigitBlendShader blendShader;
void FadeAnimation(const AnimationParam& param)
{
// set the shader property BlendAmount to the animation progress
blendShader.BlendAmount = param.progress;
// apply it to the strip at the SecondsDigit location
EndingDigits.Render<SevenSegmentFeature, DigitBlendShader>(strip,
blendShader,
SecondsDigit);
}
uint32_t lastSeconds;
void setup()
{
lastSeconds = millis() / 1000;
strip.Begin();
strip.Show();
// init animation Dibs as cleared
StartingDigits.ClearTo(0);
EndingDigits.ClearTo(0);
}
void loop()
{
uint32_t seconds = millis() / 1000;
// when the seconds change, start animations for the update
//
if (seconds != lastSeconds)
{
// copy last animation ending digits as starting digits
StartingDigits = EndingDigits;
// format and display new value in ending digits dib
String display(seconds);
SevenSegDigit::SetString<SevenSegDib>(EndingDigits,
0,
display.c_str(),
brightness);
// start the seconds fade animation
animations.StartAnimation(Animation_Fade, 1000, FadeAnimation);
// start the cycle animation for the next second
animations.StartAnimation(Animation_Cycle, 1000, CycleAnimation);
lastSeconds = seconds;
}
if (animations.IsAnimating())
{
// the normal loop just needs these two to run the active animations
animations.UpdateAnimations();
strip.Show();
}
}