@@ -91,7 +91,7 @@ class InactivityTracker
|
|||||||
* });
|
* });
|
||||||
* @endcode
|
* @endcode
|
||||||
*/
|
*/
|
||||||
InactivityTracker(uint64_t timeoutMs, std::function<void()> onTimeout);
|
InactivityTracker(uint64_t timeoutMs, const std::function<void()> &onTimeout);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Updates the inactivity timer and checks for timeout conditions
|
* @brief Updates the inactivity timer and checks for timeout conditions
|
||||||
|
23
components/insa/include/data/roads.h
Normal file
23
components/insa/include/data/roads.h
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
#define road_horizontal_width 16
|
||||||
|
#define road_horizontal_height 16
|
||||||
|
static unsigned char road_horizontal_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||||
|
0x00, 0x00, 0x00, 0x8c, 0xc7, 0x8c, 0xc7, 0x00, 0x00, 0x00, 0x00,
|
||||||
|
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};
|
||||||
|
|
||||||
|
#define road_vertical_width 16
|
||||||
|
#define road_vertical_height 16
|
||||||
|
static unsigned char road_vertical_bits[] = {0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80,
|
||||||
|
0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00,
|
||||||
|
0x00, 0x00, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00};
|
||||||
|
|
||||||
|
#define road_t_up_width 16
|
||||||
|
#define road_t_up_height 16
|
||||||
|
static unsigned char road_t_up_bits[] = {0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00,
|
||||||
|
0x03, 0xcc, 0xcf, 0xcc, 0xcc, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||||
|
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};
|
||||||
|
|
||||||
|
#define road_t_crossing_width 16
|
||||||
|
#define road_t_crossing_height 16
|
||||||
|
static unsigned char road_t_crossing_bits[] = {0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x01, 0x80,
|
||||||
|
0x01, 0xe6, 0x67, 0xe6, 0x67, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00,
|
||||||
|
0x00, 0x00, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00};
|
55
components/insa/include/data/vehicles.h
Normal file
55
components/insa/include/data/vehicles.h
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#define car_width 16
|
||||||
|
#define car_height 16
|
||||||
|
const unsigned char car_left_bits [] = {
|
||||||
|
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xf0, 0x0f, 0xee, 0x77, 0xee, 0x77, 0xee, 0x77,
|
||||||
|
0x2e, 0x74, 0xde, 0x78, 0x02, 0x40, 0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00
|
||||||
|
};
|
||||||
|
const unsigned char car_right_bits [] = {
|
||||||
|
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xf0, 0x0f, 0xee, 0x77, 0xee, 0x77, 0xee, 0x77,
|
||||||
|
0x2e, 0x74, 0x1e, 0x7b, 0x02, 0x40, 0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00
|
||||||
|
};
|
||||||
|
|
||||||
|
#define convertable_width 16
|
||||||
|
#define convertable_height 16
|
||||||
|
static unsigned char convertable_left_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x30, 0x0c, 0xee,
|
||||||
|
0x77, 0x2e, 0x74, 0xae, 0x75, 0xae, 0x75, 0xfe, 0x7f, 0x82, 0x41,
|
||||||
|
0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00};
|
||||||
|
static unsigned char convertable_right_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x30, 0x0c, 0xee,
|
||||||
|
0x77, 0x2e, 0x74, 0xae, 0x75, 0xae, 0x75, 0xfe, 0x7f, 0x82, 0x41,
|
||||||
|
0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00};
|
||||||
|
|
||||||
|
#define lorry_width 32
|
||||||
|
#define lorry_height 16
|
||||||
|
const unsigned char lorry_left_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0xe0,
|
||||||
|
0x0b, 0x00, 0x00, 0xf0, 0x0b, 0x00, 0x00, 0xee, 0x0b, 0x00, 0x00, 0xee, 0x0f,
|
||||||
|
0xbc, 0x07, 0x2e, 0xfa, 0xff, 0x7f, 0xae, 0xfa, 0xff, 0x7f, 0xbe, 0x0a, 0x00,
|
||||||
|
0x60, 0x02, 0x0a, 0x00, 0x60, 0x3c, 0x0a, 0xbc, 0x67, 0x42, 0xfe, 0x43, 0x78,
|
||||||
|
0xda, 0xff, 0x5b, 0x7b, 0x18, 0x00, 0x18, 0x03, 0x00, 0x00, 0x00, 0x00};
|
||||||
|
const unsigned char lorry_right_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00,
|
||||||
|
0x00, 0xd0, 0x07, 0x00, 0x00, 0xd0, 0x0f, 0x00, 0x00, 0xd0, 0x77, 0xe0, 0x3d,
|
||||||
|
0xf0, 0x77, 0xfe, 0xff, 0x5f, 0x74, 0xfe, 0xff, 0x5f, 0x75, 0x06, 0x00, 0x50,
|
||||||
|
0x7d, 0x06, 0x00, 0x50, 0x40, 0xe6, 0x3d, 0x50, 0x3c, 0x1e, 0xc2, 0x7f, 0x42,
|
||||||
|
0xde, 0xda, 0xff, 0x5b, 0xc0, 0x18, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00};
|
||||||
|
#define suv_width 16
|
||||||
|
#define suv_height 16
|
||||||
|
const unsigned char suv_left_bits[] = {0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xf0, 0x0f, 0xee, 0x77, 0xee,
|
||||||
|
0x77, 0xee, 0x77, 0x2e, 0x74, 0xde, 0x78, 0x02, 0x40, 0x02, 0x40,
|
||||||
|
0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00};
|
||||||
|
const unsigned char suv_right_bits[] = {0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xf0, 0x0f, 0xee, 0x77, 0xee,
|
||||||
|
0x77, 0xee, 0x77, 0x2e, 0x74, 0x1e, 0x7b, 0x02, 0x40, 0x02, 0x40,
|
||||||
|
0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00};
|
||||||
|
|
||||||
|
#define truck_width 32
|
||||||
|
#define truck_height 16
|
||||||
|
const unsigned char truck_left_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x3f, 0x00, 0xff, 0xff, 0x7f, 0xe0,
|
||||||
|
0xff, 0xff, 0x7f, 0xf0, 0xff, 0xff, 0x7f, 0xee, 0xff, 0xff, 0x7f, 0xee, 0x03,
|
||||||
|
0x00, 0x60, 0x2e, 0x02, 0x00, 0x40, 0xae, 0x02, 0x00, 0x40, 0xbe, 0x02, 0x00,
|
||||||
|
0x40, 0x02, 0x02, 0x00, 0x40, 0x3c, 0x02, 0xbc, 0x47, 0x42, 0x02, 0x42, 0x48,
|
||||||
|
0xda, 0xff, 0x5b, 0x7b, 0x18, 0x38, 0x18, 0x03, 0x00, 0x00, 0x00, 0x00};
|
||||||
|
const unsigned char truck_right_bits[] = {0x00, 0x00, 0x00, 0x00, 0xfc, 0xff, 0xff, 0x00, 0xfe, 0xff, 0xff, 0x00, 0xfe,
|
||||||
|
0xff, 0xff, 0x07, 0xfe, 0xff, 0xff, 0x0f, 0xfe, 0xff, 0xff, 0x77, 0x06, 0x00,
|
||||||
|
0xc0, 0x77, 0x02, 0x00, 0x40, 0x74, 0x02, 0x00, 0x40, 0x75, 0x02, 0x00, 0x40,
|
||||||
|
0x7d, 0x02, 0x00, 0x40, 0x40, 0xe2, 0x3d, 0x40, 0x3c, 0x12, 0x42, 0x40, 0x42,
|
||||||
|
0xde, 0xda, 0xff, 0x5b, 0xc0, 0x18, 0x1c, 0x18, 0x00, 0x00, 0x00, 0x00};
|
@@ -1,9 +1,9 @@
|
|||||||
/**
|
/**
|
||||||
* @file ScreenSaver.h
|
* @file ScreenSaver.h
|
||||||
* @brief Animated screensaver implementation with starfield effect
|
* @brief Animated screensaver implementation with vehicle effect
|
||||||
* @details This header defines the ScreenSaver class which provides an animated
|
* @details This header defines the ScreenSaver class which provides an animated
|
||||||
* starfield screensaver that activates during periods of user inactivity.
|
* vehicle screensaver that activates during periods of user inactivity.
|
||||||
* The screensaver displays moving stars to prevent screen burn-in while
|
* The screensaver displays moving vehicles to prevent screen burn-in while
|
||||||
* providing visual feedback that the system is still active and responsive.
|
* providing visual feedback that the system is still active and responsive.
|
||||||
* @author System Control Team
|
* @author System Control Team
|
||||||
* @date 2025-06-14
|
* @date 2025-06-14
|
||||||
@@ -17,381 +17,117 @@
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* @class ScreenSaver
|
* @class ScreenSaver
|
||||||
* @brief Animated starfield screensaver widget for system idle periods
|
* @brief Animated vehicle screensaver widget for system idle periods
|
||||||
* @details This final class inherits from Widget and implements an interactive
|
|
||||||
* screensaver featuring an animated starfield effect. The screensaver
|
|
||||||
* activates automatically during periods of user inactivity to prevent
|
|
||||||
* screen burn-in while maintaining visual indication of system activity.
|
|
||||||
*
|
|
||||||
* The ScreenSaver class provides:
|
|
||||||
* - Dynamic starfield animation with pseudo-3D depth effect
|
|
||||||
* - Configurable star count and animation speed parameters
|
|
||||||
* - Automatic activation during idle periods
|
|
||||||
* - Immediate deactivation on any user input
|
|
||||||
* - Smooth star movement and regeneration system
|
|
||||||
* - Memory-efficient star management with object pooling
|
|
||||||
*
|
|
||||||
* Key features include:
|
|
||||||
* - 3D-style starfield with depth-based speed variation
|
|
||||||
* - Continuous star recycling for infinite animation
|
|
||||||
* - Responsive user input handling for immediate exit
|
|
||||||
* - Optimized rendering for smooth animation performance
|
|
||||||
* - Configurable animation parameters for different visual effects
|
|
||||||
*
|
|
||||||
* The starfield effect simulates movement through space by moving stars
|
|
||||||
* from the center outward at speeds proportional to their depth (z-coordinate).
|
|
||||||
* Stars that move beyond the screen boundaries are automatically recycled
|
|
||||||
* to new random positions, creating an infinite scrolling effect.
|
|
||||||
*
|
|
||||||
* @note This class is marked as final and cannot be inherited from.
|
|
||||||
* @note The screensaver automatically exits on any button press, returning
|
|
||||||
* control to the previous screen or main menu interface.
|
|
||||||
*
|
|
||||||
* @see Widget for base widget functionality
|
|
||||||
* @see menu_options_t for configuration structure
|
|
||||||
* @see InactivityTracker for automatic screensaver activation
|
|
||||||
*/
|
*/
|
||||||
class ScreenSaver final : public Widget
|
class ScreenSaver final : public Widget
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
/**
|
|
||||||
* @brief Constructs the screensaver with specified configuration
|
|
||||||
* @param options Pointer to menu options configuration structure
|
|
||||||
*
|
|
||||||
* @pre options must not be nullptr and must remain valid for the screensaver's lifetime
|
|
||||||
* @pre options->u8g2 must be initialized and ready for graphics operations
|
|
||||||
* @pre Screen transition callbacks in options must be properly configured
|
|
||||||
* @post ScreenSaver is initialized with starfield ready for animation
|
|
||||||
*
|
|
||||||
* @details The constructor initializes the screensaver by:
|
|
||||||
* - Setting up the star field with initial random positions
|
|
||||||
* - Configuring animation timing and speed parameters
|
|
||||||
* - Preparing graphics context for efficient rendering
|
|
||||||
* - Initializing the animation counter for smooth timing
|
|
||||||
* - Allocating and positioning all star objects
|
|
||||||
*
|
|
||||||
* During initialization, all stars are placed at random positions within
|
|
||||||
* the 3D space defined by Z_NEAR and Z_FAR constants. Each star receives
|
|
||||||
* random x, y coordinates and a z-depth that determines its movement speed
|
|
||||||
* and visual appearance. The animation system is prepared for immediate
|
|
||||||
* activation when the screensaver becomes active.
|
|
||||||
*
|
|
||||||
* @note The screensaver does not take ownership of the options structure
|
|
||||||
* and assumes it remains valid throughout the screensaver's lifetime.
|
|
||||||
* @note Initial star positions are randomized to create immediate visual
|
|
||||||
* interest when the screensaver first activates.
|
|
||||||
*
|
|
||||||
* @see Widget::Widget for base class construction details
|
|
||||||
* @see initStars for star field initialization process
|
|
||||||
*/
|
|
||||||
explicit ScreenSaver(menu_options_t *options);
|
explicit ScreenSaver(menu_options_t *options);
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief Updates the screensaver animation and star positions
|
|
||||||
* @param dt Delta time in milliseconds since the last update call
|
|
||||||
*
|
|
||||||
* @details Overrides the base Widget update method to handle screensaver-specific
|
|
||||||
* animation logic including:
|
|
||||||
* - Advancing the animation counter for smooth timing control
|
|
||||||
* - Updating individual star positions based on their speed and depth
|
|
||||||
* - Moving stars outward from center based on their z-coordinate
|
|
||||||
* - Recycling stars that move beyond screen boundaries
|
|
||||||
* - Maintaining consistent animation frame rate regardless of system load
|
|
||||||
*
|
|
||||||
* The update method implements the core starfield animation by:
|
|
||||||
* - Incrementing each star's position based on its depth-determined speed
|
|
||||||
* - Checking boundary conditions for stars moving off-screen
|
|
||||||
* - Resetting off-screen stars to new random positions near the center
|
|
||||||
* - Applying speed multipliers for smooth, consistent motion
|
|
||||||
* - Managing the animation counter for timing-dependent effects
|
|
||||||
*
|
|
||||||
* Star movement calculation:
|
|
||||||
* - Stars closer to the camera (smaller z values) move faster
|
|
||||||
* - Movement speed is inversely proportional to z-coordinate
|
|
||||||
* - Stars maintain consistent outward direction from screen center
|
|
||||||
* - Boundary checking ensures smooth recycling without visual gaps
|
|
||||||
*
|
|
||||||
* @note This method is called every frame while the screensaver is active
|
|
||||||
* and must be efficient to maintain smooth 60+ FPS animation.
|
|
||||||
* @note The animation continues indefinitely until user input is received.
|
|
||||||
*
|
|
||||||
* @see Widget::update for the base update interface
|
|
||||||
* @see resetStar for star recycling implementation
|
|
||||||
*/
|
|
||||||
void update(uint64_t dt) override;
|
void update(uint64_t dt) override;
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief Renders the animated starfield to the display
|
|
||||||
*
|
|
||||||
* @details Overrides the base Widget render method to draw the animated starfield
|
|
||||||
* effect. The rendering process includes:
|
|
||||||
* - Clearing the display buffer for clean animation frames
|
|
||||||
* - Calculating screen positions for each star based on 3D coordinates
|
|
||||||
* - Applying perspective projection to simulate depth
|
|
||||||
* - Drawing stars with size/brightness based on distance
|
|
||||||
* - Optimizing drawing operations for smooth frame rates
|
|
||||||
*
|
|
||||||
* The render method creates a convincing 3D starfield effect by:
|
|
||||||
* - Converting 3D star coordinates to 2D screen positions
|
|
||||||
* - Scaling star positions based on perspective projection
|
|
||||||
* - Varying star appearance (size, brightness) based on depth
|
|
||||||
* - Drawing only stars within the visible screen area
|
|
||||||
* - Using efficient drawing primitives for optimal performance
|
|
||||||
*
|
|
||||||
* Rendering optimizations include:
|
|
||||||
* - Culling stars outside the visible area
|
|
||||||
* - Using simple pixel/point drawing for maximum speed
|
|
||||||
* - Minimizing graphics context switches
|
|
||||||
* - Batching drawing operations where possible
|
|
||||||
*
|
|
||||||
* The visual effect simulates movement through a star field by:
|
|
||||||
* - Making distant stars appear smaller and dimmer
|
|
||||||
* - Scaling star positions relative to screen center
|
|
||||||
* - Creating smooth motion blur effects for fast-moving stars
|
|
||||||
*
|
|
||||||
* @pre u8g2 display context must be initialized and ready for drawing
|
|
||||||
* @post Starfield animation frame is drawn to the display buffer
|
|
||||||
*
|
|
||||||
* @note This method is called every frame and must be highly optimized
|
|
||||||
* to maintain smooth animation performance on embedded systems.
|
|
||||||
* @note The visual design provides an engaging screensaver that clearly
|
|
||||||
* indicates system activity while preventing screen burn-in.
|
|
||||||
*
|
|
||||||
* @see Widget::render for the base render interface
|
|
||||||
*/
|
|
||||||
void render() override;
|
void render() override;
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief Handles user input to exit the screensaver immediately
|
|
||||||
* @param button The type of button that was pressed by the user
|
|
||||||
*
|
|
||||||
* @details Overrides the base Widget button handling to provide immediate
|
|
||||||
* screensaver exit functionality. Any button press while the screensaver
|
|
||||||
* is active will:
|
|
||||||
* - Immediately terminate the screensaver animation
|
|
||||||
* - Return to the previous screen or main menu
|
|
||||||
* - Reset any inactivity timers to prevent immediate reactivation
|
|
||||||
* - Ensure responsive system behavior for user interaction
|
|
||||||
*
|
|
||||||
* The method handles all button types uniformly since the screensaver should
|
|
||||||
* exit on any user input regardless of the specific button pressed. This
|
|
||||||
* ensures maximum responsiveness and intuitive behavior - users expect any
|
|
||||||
* interaction to wake the system from screensaver mode.
|
|
||||||
*
|
|
||||||
* Button handling includes:
|
|
||||||
* - Immediate screensaver termination regardless of button type
|
|
||||||
* - Automatic transition back to the previous active screen
|
|
||||||
* - Inactivity timer reset to prevent immediate screensaver reactivation
|
|
||||||
* - Proper state cleanup to ensure system stability
|
|
||||||
*
|
|
||||||
* @note This method ensures the screensaver never interferes with normal
|
|
||||||
* system operation - any user input immediately restores full functionality.
|
|
||||||
* @note The screensaver exit process is designed to be instantaneous to
|
|
||||||
* provide the most responsive user experience possible.
|
|
||||||
*
|
|
||||||
* @see Widget::onButtonClicked for the base input handling interface
|
|
||||||
* @see ButtonType for available button input types
|
|
||||||
*/
|
|
||||||
void onButtonClicked(ButtonType button) override;
|
void onButtonClicked(ButtonType button) override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/**
|
/**
|
||||||
* @struct Star
|
* @enum VehicleType
|
||||||
* @brief Individual star object structure for starfield animation
|
* @brief Types of available vehicles
|
||||||
* @details Defines the properties and state of a single star in the animated
|
|
||||||
* starfield. Each star maintains its position in 3D space and movement
|
|
||||||
* characteristics needed for realistic animation and perspective effects.
|
|
||||||
*
|
|
||||||
* The Star structure contains:
|
|
||||||
* - 3D spatial coordinates (x, y, z) for position tracking
|
|
||||||
* - Individual speed multiplier for varied animation effects
|
|
||||||
* - All data needed for perspective projection and movement calculation
|
|
||||||
*
|
|
||||||
* Star coordinate system:
|
|
||||||
* - x, y: Screen-relative coordinates (can be negative for off-screen positioning)
|
|
||||||
* - z: Depth coordinate determining speed and perspective (Z_NEAR to Z_FAR range)
|
|
||||||
* - speed: Individual multiplier for varied star movement rates
|
|
||||||
*
|
|
||||||
* @note This structure is designed for efficient memory usage and fast
|
|
||||||
* mathematical operations during animation updates.
|
|
||||||
* @note All coordinates use float precision for smooth animation interpolation.
|
|
||||||
*/
|
*/
|
||||||
struct Star
|
enum class VehicleType
|
||||||
{
|
{
|
||||||
float x; ///< Horizontal position coordinate (screen-relative)
|
CAR,
|
||||||
float y; ///< Vertical position coordinate (screen-relative)
|
CONVERTABLE,
|
||||||
float z; ///< Depth coordinate (determines speed and perspective)
|
SUV,
|
||||||
float speed; ///< Individual speed multiplier for animation variation
|
LORRY,
|
||||||
|
TRUCK
|
||||||
};
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Pointer to menu options configuration structure
|
* @enum Direction
|
||||||
* @details Stores a reference to the menu configuration passed during construction.
|
* @brief Movement direction for vehicles
|
||||||
* Provides access to the display context for rendering operations and
|
|
||||||
* screen transition callbacks for exiting the screensaver on user input.
|
|
||||||
*
|
|
||||||
* The configuration enables:
|
|
||||||
* - Display context (u8g2) for starfield graphics rendering
|
|
||||||
* - Screen transition callbacks for returning to previous screen
|
|
||||||
* - System integration for proper screensaver lifecycle management
|
|
||||||
*
|
|
||||||
* @note This pointer is not owned by the ScreenSaver and must remain valid
|
|
||||||
* throughout the screensaver's lifetime.
|
|
||||||
*/
|
*/
|
||||||
|
enum class Direction
|
||||||
|
{
|
||||||
|
LEFT,
|
||||||
|
RIGHT
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @struct Vehicle
|
||||||
|
* @brief Individual vehicle object for animation
|
||||||
|
*/
|
||||||
|
struct Vehicle
|
||||||
|
{
|
||||||
|
int x; // X position on screen
|
||||||
|
int y; // Y position on screen
|
||||||
|
float speed; // Movement speed
|
||||||
|
VehicleType type; // Type of vehicle
|
||||||
|
Direction direction; // Movement direction
|
||||||
|
bool active; // Whether a vehicle is currently active
|
||||||
|
};
|
||||||
|
|
||||||
|
static constexpr int MAX_LEFT_VEHICLES = 2;
|
||||||
|
static constexpr int MAX_RIGHT_VEHICLES = 2;
|
||||||
|
static constexpr int MAX_VEHICLES = MAX_LEFT_VEHICLES + MAX_RIGHT_VEHICLES;
|
||||||
|
static constexpr int VEHICLE_SPAWN_DELAY = 1000; // milliseconds
|
||||||
|
static constexpr float MIN_SPEED = 1.0f;
|
||||||
|
static constexpr float MAX_SPEED = 2.0f;
|
||||||
|
|
||||||
menu_options_t *m_options;
|
menu_options_t *m_options;
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief Animation timing counter for smooth frame rate control
|
|
||||||
* @details Tracks elapsed time for animation timing and frame rate calculations.
|
|
||||||
* Used to ensure consistent star movement regardless of system load
|
|
||||||
* variations and to provide smooth interpolation between animation frames.
|
|
||||||
*
|
|
||||||
* The counter enables:
|
|
||||||
* - Frame rate independent animation timing
|
|
||||||
* - Smooth interpolation for fluid star movement
|
|
||||||
* - Consistent animation speed across different hardware platforms
|
|
||||||
* - Precise timing control for animation effects
|
|
||||||
*/
|
|
||||||
uint64_t m_animationCounter;
|
uint64_t m_animationCounter;
|
||||||
|
uint64_t m_lastSpawnTime;
|
||||||
|
|
||||||
|
std::vector<Vehicle> m_vehicles;
|
||||||
|
int m_leftVehicleCount;
|
||||||
|
int m_rightVehicleCount;
|
||||||
|
int m_sceneOffsetX = 0;
|
||||||
|
int m_sceneOffsetY = 0;
|
||||||
|
uint64_t m_sceneShiftTimer = 0;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Vector container for all star objects in the starfield
|
* @brief Initialize vehicle system
|
||||||
* @details Manages the collection of Star objects that comprise the animated
|
|
||||||
* starfield effect. The vector provides efficient storage and iteration
|
|
||||||
* for the star animation system while maintaining good cache locality
|
|
||||||
* for optimal performance during update and render operations.
|
|
||||||
*
|
|
||||||
* The vector contains:
|
|
||||||
* - Fixed number of Star objects (NUM_STARS) allocated at initialization
|
|
||||||
* - Contiguous memory layout for efficient iteration during animation
|
|
||||||
* - Dynamic management capabilities for potential future enhancements
|
|
||||||
*
|
|
||||||
* @note The vector size is fixed at construction to avoid memory allocations
|
|
||||||
* during animation, ensuring consistent frame timing performance.
|
|
||||||
*/
|
*/
|
||||||
std::vector<Star> m_stars;
|
void initVehicles();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Total number of stars in the animated starfield
|
* @brief Spawn a new vehicle if conditions are met
|
||||||
* @details Defines the constant number of star objects that will be created
|
|
||||||
* and animated in the starfield effect. This value balances visual
|
|
||||||
* richness with performance requirements for smooth animation.
|
|
||||||
*
|
|
||||||
* The star count affects:
|
|
||||||
* - Visual density and richness of the starfield effect
|
|
||||||
* - Performance requirements for update and rendering operations
|
|
||||||
* - Memory usage for star object storage
|
|
||||||
* - Overall visual impact of the screensaver
|
|
||||||
*
|
|
||||||
* @note This value is tuned for optimal performance on target hardware
|
|
||||||
* while providing an engaging visual effect.
|
|
||||||
*/
|
*/
|
||||||
static constexpr int NUM_STARS = 10;
|
void trySpawnVehicle();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Global speed multiplier for star animation
|
* @brief Get a random vehicle type
|
||||||
* @details Controls the overall speed of star movement in the starfield animation.
|
* @return Random VehicleType
|
||||||
* This multiplier is applied to all star movement calculations to provide
|
|
||||||
* consistent, smooth animation at an appropriate visual speed.
|
|
||||||
*
|
|
||||||
* The speed multiplier affects:
|
|
||||||
* - Overall pace of the starfield animation
|
|
||||||
* - Visual impact and engagement level of the screensaver
|
|
||||||
* - Performance requirements for smooth animation
|
|
||||||
* - User perception of system responsiveness
|
|
||||||
*
|
|
||||||
* @note This value is carefully tuned to provide engaging animation without
|
|
||||||
* being distracting or causing motion sickness effects.
|
|
||||||
*/
|
*/
|
||||||
static constexpr float SPEED_MULTIPLIER = 0.02f;
|
static VehicleType getRandomVehicleType();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Near clipping plane for 3D starfield depth range
|
* @brief Get a random direction with constraint checking
|
||||||
* @details Defines the closest distance (minimum z-coordinate) at which stars
|
* @return Direction for new vehicle
|
||||||
* can exist in the 3D starfield space. Stars closer than this distance
|
|
||||||
* are considered too close to the viewer and are recycled to new positions.
|
|
||||||
*
|
|
||||||
* The near plane affects:
|
|
||||||
* - Minimum depth for star positioning and recycling
|
|
||||||
* - Perspective calculation range for realistic depth effects
|
|
||||||
* - Star recycling triggers for continuous animation
|
|
||||||
* - Visual depth range of the starfield effect
|
|
||||||
*
|
|
||||||
* @note This value works with Z_FAR to define the 3D space within which
|
|
||||||
* stars exist and animate, creating realistic depth perception.
|
|
||||||
*/
|
*/
|
||||||
static constexpr float Z_NEAR = 0.1f;
|
static Direction getRandomDirection();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Far clipping plane for 3D starfield depth range
|
* @brief Draw a vehicle at a specified position
|
||||||
* @details Defines the farthest distance (maximum z-coordinate) at which stars
|
* @param vehicle Vehicle to draw
|
||||||
* can exist in the 3D starfield space. This establishes the back
|
|
||||||
* boundary of the starfield volume and affects initial star placement.
|
|
||||||
*
|
|
||||||
* The far plane affects:
|
|
||||||
* - Maximum depth for initial star positioning
|
|
||||||
* - Perspective calculation range for depth effects
|
|
||||||
* - Visual depth range and scale of the starfield
|
|
||||||
* - Initial star placement during system initialization
|
|
||||||
*
|
|
||||||
* @note This value works with Z_NEAR to create a realistic 3D space
|
|
||||||
* that provides convincing depth perception in the starfield animation.
|
|
||||||
*/
|
*/
|
||||||
static constexpr float Z_FAR = 10.0f;
|
void drawVehicle(const Vehicle &vehicle) const;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Initializes all stars with random positions and properties
|
* @brief Draw a bitmap with transparency (black pixels are transparent)
|
||||||
* @details Private helper method that sets up the initial starfield by placing
|
* @param x X position
|
||||||
* all stars at random positions within the defined 3D space. Called
|
* @param y Y position
|
||||||
* during construction to prepare the starfield for immediate animation.
|
* @param width Bitmap width
|
||||||
*
|
* @param height Bitmap height
|
||||||
* The initialization process:
|
* @param bitmap Bitmap data
|
||||||
* - Assigns random x, y coordinates within screen boundaries
|
|
||||||
* - Sets random z-depth within the Z_NEAR to Z_FAR range
|
|
||||||
* - Configures individual speed multipliers for animation variation
|
|
||||||
* - Ensures even distribution of stars throughout the 3D volume
|
|
||||||
*
|
|
||||||
* Random placement creates:
|
|
||||||
* - Natural, non-uniform star distribution for realistic appearance
|
|
||||||
* - Varied star depths for convincing 3D perspective effects
|
|
||||||
* - Immediate visual interest when screensaver first activates
|
|
||||||
* - Foundation for smooth continuous animation
|
|
||||||
*
|
|
||||||
* @note This method is called only once during construction to establish
|
|
||||||
* the initial starfield state before animation begins.
|
|
||||||
*
|
|
||||||
* @see resetStar for individual star repositioning during animation
|
|
||||||
*/
|
*/
|
||||||
void initStars();
|
void drawTransparentBitmap(int x, int y, int width, int height, const unsigned char *bitmap) const;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Resets a single star to a new random position for recycling
|
* @brief Get vehicle bitmap data
|
||||||
* @param star Reference to the Star object to be reset and repositioned
|
* @param type Vehicle type
|
||||||
*
|
* @param direction Movement direction
|
||||||
* @details Private helper method that recycles individual stars that have
|
* @param width Output parameter for bitmap width
|
||||||
* moved beyond the visible screen boundaries. This enables infinite
|
* @param height Output parameter for bitmap height
|
||||||
* starfield animation by continuously introducing new stars while
|
* @return Pointer to bitmap data
|
||||||
* removing those that are no longer visible.
|
|
||||||
*
|
|
||||||
* The reset process:
|
|
||||||
* - Places the star at a new random position near the screen center
|
|
||||||
* - Assigns a new random depth (z-coordinate) for varied movement speed
|
|
||||||
* - Configures new speed multiplier for animation variation
|
|
||||||
* - Ensures smooth transition without visual discontinuities
|
|
||||||
*
|
|
||||||
* Star recycling maintains:
|
|
||||||
* - Continuous starfield animation without visual gaps
|
|
||||||
* - Consistent star count throughout animation lifecycle
|
|
||||||
* - Varied star properties for natural, non-repetitive effects
|
|
||||||
* - Efficient memory usage through object reuse
|
|
||||||
*
|
|
||||||
* @pre star parameter must be a valid Star object reference
|
|
||||||
* @post star object is repositioned with new random properties ready for animation
|
|
||||||
*
|
|
||||||
* @note This method is called frequently during animation as stars move
|
|
||||||
* off-screen and must be efficient to maintain smooth frame rates.
|
|
||||||
* @note The repositioning algorithm ensures stars appear to emerge naturally
|
|
||||||
* from the center of the starfield for convincing 3D movement effects.
|
|
||||||
*/
|
*/
|
||||||
void resetStar(Star &star);
|
static const unsigned char *getVehicleBitmap(VehicleType type, Direction direction, int &width, int &height);
|
||||||
};
|
};
|
@@ -1,6 +1,6 @@
|
|||||||
#include "common/InactivityTracker.h"
|
#include "common/InactivityTracker.h"
|
||||||
|
|
||||||
InactivityTracker::InactivityTracker(uint64_t timeoutMs, std::function<void()> onTimeout)
|
InactivityTracker::InactivityTracker(const uint64_t timeoutMs, const std::function<void()> &onTimeout)
|
||||||
: m_timeoutMs(timeoutMs), m_elapsedTime(0), m_enabled(true), m_onTimeout(onTimeout)
|
: m_timeoutMs(timeoutMs), m_elapsedTime(0), m_enabled(true), m_onTimeout(onTimeout)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
@@ -1,89 +1,287 @@
|
|||||||
#include "ui/ScreenSaver.h"
|
#include "ui/ScreenSaver.h"
|
||||||
#include <cmath>
|
#include <cstdlib>
|
||||||
|
#include "data/roads.h"
|
||||||
|
#include "data/vehicles.h"
|
||||||
|
|
||||||
ScreenSaver::ScreenSaver(menu_options_t *options) : Widget(options->u8g2), m_options(options), m_animationCounter(0)
|
ScreenSaver::ScreenSaver(menu_options_t *options)
|
||||||
|
: Widget(options->u8g2),
|
||||||
|
m_options(options),
|
||||||
|
m_animationCounter(0),
|
||||||
|
m_lastSpawnTime(0),
|
||||||
|
m_leftVehicleCount(0),
|
||||||
|
m_rightVehicleCount(0)
|
||||||
{
|
{
|
||||||
initStars();
|
initVehicles();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ScreenSaver::initStars()
|
void ScreenSaver::initVehicles()
|
||||||
{
|
{
|
||||||
m_stars.resize(NUM_STARS);
|
m_vehicles.resize(MAX_VEHICLES);
|
||||||
|
|
||||||
for (auto &star : m_stars)
|
for (auto &vehicle : m_vehicles)
|
||||||
{
|
{
|
||||||
resetStar(star);
|
vehicle.active = false;
|
||||||
star.z = Z_NEAR + (static_cast<float>(rand()) / RAND_MAX) * (Z_FAR - Z_NEAR);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ScreenSaver::resetStar(Star &star)
|
|
||||||
{
|
|
||||||
star.x = (static_cast<float>(rand()) / RAND_MAX - 0.5f) * 2.0f;
|
|
||||||
star.y = (static_cast<float>(rand()) / RAND_MAX - 0.5f) * 2.0f;
|
|
||||||
star.z = Z_FAR;
|
|
||||||
star.speed = 0.5f + (static_cast<float>(rand()) / RAND_MAX) * 1.5f;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ScreenSaver::update(const uint64_t dt)
|
void ScreenSaver::update(const uint64_t dt)
|
||||||
{
|
{
|
||||||
m_animationCounter += dt;
|
m_animationCounter += dt;
|
||||||
|
m_lastSpawnTime += dt;
|
||||||
|
m_sceneShiftTimer += dt;
|
||||||
|
|
||||||
if (m_animationCounter > 8)
|
// Shift entire scene every 30 seconds
|
||||||
|
if (m_sceneShiftTimer > 30000)
|
||||||
|
{
|
||||||
|
m_sceneOffsetX = (random() % 7) - 3; // -3 to +3 pixels
|
||||||
|
m_sceneOffsetY = (random() % 7) - 3; // -3 to +3 pixels
|
||||||
|
m_sceneShiftTimer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Try to spawn a new vehicle every few seconds
|
||||||
|
if (m_lastSpawnTime > VEHICLE_SPAWN_DELAY)
|
||||||
|
{
|
||||||
|
trySpawnVehicle();
|
||||||
|
m_lastSpawnTime = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update vehicle positions
|
||||||
|
if (m_animationCounter > 16) // ~60 FPS
|
||||||
{
|
{
|
||||||
m_animationCounter = 0;
|
m_animationCounter = 0;
|
||||||
|
|
||||||
for (auto &star : m_stars)
|
for (auto &vehicle : m_vehicles)
|
||||||
{
|
{
|
||||||
star.z -= star.speed * SPEED_MULTIPLIER;
|
if (!vehicle.active)
|
||||||
|
continue;
|
||||||
|
|
||||||
if (star.z < Z_NEAR)
|
// Move vehicle
|
||||||
|
if (vehicle.direction == Direction::LEFT)
|
||||||
{
|
{
|
||||||
resetStar(star);
|
vehicle.x -= static_cast<int>(vehicle.speed);
|
||||||
|
|
||||||
|
// Remove the vehicle if it goes off-screen
|
||||||
|
if (vehicle.x <= -32) // Allow for largest vehicle width
|
||||||
|
{
|
||||||
|
vehicle.active = false;
|
||||||
|
m_leftVehicleCount--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else // Direction::RIGHT
|
||||||
|
{
|
||||||
|
vehicle.x += static_cast<int>(vehicle.speed);
|
||||||
|
|
||||||
|
// Remove the vehicle if it goes off-screen
|
||||||
|
if (vehicle.x >= (u8g2->width + 32)) // Allow for largest vehicle width
|
||||||
|
{
|
||||||
|
vehicle.active = false;
|
||||||
|
m_rightVehicleCount--;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ScreenSaver::trySpawnVehicle()
|
||||||
|
{
|
||||||
|
// Check if we can spawn a new vehicle
|
||||||
|
int activeVehicles = 0;
|
||||||
|
int availableSlot = -1;
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_VEHICLES; i++)
|
||||||
|
{
|
||||||
|
if (m_vehicles[i].active)
|
||||||
|
{
|
||||||
|
activeVehicles++;
|
||||||
|
}
|
||||||
|
else if (availableSlot == -1)
|
||||||
|
{
|
||||||
|
availableSlot = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Don't spawn if we're at max capacity or no slot available
|
||||||
|
if (activeVehicles >= MAX_VEHICLES || availableSlot == -1)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Direction direction = getRandomDirection();
|
||||||
|
|
||||||
|
// Check direction constraints
|
||||||
|
if ((direction == Direction::LEFT && m_leftVehicleCount >= MAX_LEFT_VEHICLES) ||
|
||||||
|
(direction == Direction::RIGHT && m_rightVehicleCount >= MAX_RIGHT_VEHICLES))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create new vehicle
|
||||||
|
Vehicle &newVehicle = m_vehicles[availableSlot];
|
||||||
|
newVehicle.type = getRandomVehicleType();
|
||||||
|
newVehicle.direction = direction;
|
||||||
|
newVehicle.speed = MIN_SPEED + (static_cast<float>(random()) / RAND_MAX) * (MAX_SPEED - MIN_SPEED);
|
||||||
|
|
||||||
|
// Set Y position based on direction (simulate opposing traffic lanes)
|
||||||
|
const int halfHeight = u8g2->height / 2;
|
||||||
|
if (direction == Direction::RIGHT)
|
||||||
|
{
|
||||||
|
// Vehicles going LEFT use bottom half of screen
|
||||||
|
newVehicle.y = halfHeight + 8 + (random() % (halfHeight - 24));
|
||||||
|
m_rightVehicleCount++;
|
||||||
|
}
|
||||||
|
else // Direction::RIGHT
|
||||||
|
{
|
||||||
|
// Vehicles going RIGHT use top half of screen
|
||||||
|
newVehicle.y = 8 + (random() % (halfHeight - 24));
|
||||||
|
m_leftVehicleCount++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set starting X position based on direction
|
||||||
|
if (direction == Direction::LEFT)
|
||||||
|
{
|
||||||
|
// Vehicles going LEFT (from right to left) start from RIGHT side of screen
|
||||||
|
newVehicle.x = u8g2->width + 16;
|
||||||
|
}
|
||||||
|
else // Direction::RIGHT
|
||||||
|
{
|
||||||
|
// Vehicles going RIGHT (from left to right) start from LEFT side of screen
|
||||||
|
newVehicle.x = -32; // Account for largest vehicle width
|
||||||
|
}
|
||||||
|
|
||||||
|
newVehicle.active = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
ScreenSaver::VehicleType ScreenSaver::getRandomVehicleType()
|
||||||
|
{
|
||||||
|
switch (random() % 5)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
return VehicleType::CAR;
|
||||||
|
case 1:
|
||||||
|
return VehicleType::CONVERTABLE;
|
||||||
|
case 2:
|
||||||
|
return VehicleType::SUV;
|
||||||
|
case 3:
|
||||||
|
return VehicleType::LORRY;
|
||||||
|
case 4:
|
||||||
|
return VehicleType::TRUCK;
|
||||||
|
default:
|
||||||
|
return VehicleType::CAR;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ScreenSaver::Direction ScreenSaver::getRandomDirection()
|
||||||
|
{
|
||||||
|
// Simple 50/50 chance for each direction
|
||||||
|
return (random() % 2 == 0) ? Direction::LEFT : Direction::RIGHT;
|
||||||
|
}
|
||||||
|
|
||||||
void ScreenSaver::render()
|
void ScreenSaver::render()
|
||||||
{
|
{
|
||||||
// Verwende Page-Buffer Mode statt Full-Buffer für bessere Performance
|
// Clear screen with a black background
|
||||||
// Schwarzer Hintergrund
|
|
||||||
u8g2_SetDrawColor(u8g2, 0);
|
u8g2_SetDrawColor(u8g2, 0);
|
||||||
u8g2_DrawBox(u8g2, 0, 0, u8g2->width, u8g2->height);
|
u8g2_DrawBox(u8g2, 0, 0, u8g2->width, u8g2->height);
|
||||||
u8g2_SetDrawColor(u8g2, 1);
|
u8g2_SetDrawColor(u8g2, 1);
|
||||||
|
|
||||||
const int centerX = u8g2->width / 2;
|
// Calculate offsets
|
||||||
const int centerY = u8g2->height / 2;
|
const int roadOffset = (m_animationCounter / 100) % road_horizontal_width;
|
||||||
|
|
||||||
// Zeichne nur sichtbare Sterne (Clipping)
|
// Draw all active vehicles with scene offset
|
||||||
for (const auto &star : m_stars)
|
for (const auto &vehicle : m_vehicles)
|
||||||
{
|
{
|
||||||
// 3D zu 2D Projektion
|
if (vehicle.active)
|
||||||
int screenX = centerX + static_cast<int>((star.x / star.z) * centerX);
|
|
||||||
int screenY = centerY + static_cast<int>((star.y / star.z) * centerY);
|
|
||||||
|
|
||||||
// Frühe Prüfung für Performance
|
|
||||||
if (screenX < -5 || screenX >= u8g2->width + 5 || screenY < -5 || screenY >= u8g2->height + 5)
|
|
||||||
{
|
{
|
||||||
continue;
|
Vehicle offsetVehicle = vehicle;
|
||||||
|
offsetVehicle.x += m_sceneOffsetX;
|
||||||
|
offsetVehicle.y += m_sceneOffsetY;
|
||||||
|
drawVehicle(offsetVehicle);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Vereinfachte Sterndarstellung für bessere Performance
|
// Draw road with offsets
|
||||||
int size = static_cast<int>((1.0f - (star.z - Z_NEAR) / (Z_FAR - Z_NEAR)) * 2.0f);
|
const int y = u8g2->height / 2 - road_horizontal_height / 2 + m_sceneOffsetY;
|
||||||
|
for (int x = -road_horizontal_width + roadOffset + m_sceneOffsetX; x <= u8g2->width; x += road_horizontal_width)
|
||||||
|
{
|
||||||
|
drawTransparentBitmap(x, y, road_horizontal_width, road_horizontal_height, road_horizontal_bits);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (size <= 0)
|
void ScreenSaver::drawVehicle(const Vehicle &vehicle) const
|
||||||
|
{
|
||||||
|
int width, height;
|
||||||
|
|
||||||
|
if (const unsigned char *bitmap = getVehicleBitmap(vehicle.type, vehicle.direction, width, height))
|
||||||
|
{
|
||||||
|
drawTransparentBitmap(vehicle.x, vehicle.y, width, height, bitmap);
|
||||||
|
// u8g2_DrawXBM(u8g2, vehicle.x, vehicle.y, width, height, bitmap);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScreenSaver::drawTransparentBitmap(const int x, const int y, const int width, const int height,
|
||||||
|
const unsigned char *bitmap) const
|
||||||
|
{
|
||||||
|
for (int py = 0; py < height; py++)
|
||||||
|
{
|
||||||
|
for (int px = 0; px < width; px++)
|
||||||
{
|
{
|
||||||
u8g2_DrawPixel(u8g2, screenX, screenY);
|
// Calculate byte and a bit of position in bitmap
|
||||||
}
|
const int byteIndex = (py * ((width + 7) / 8)) + (px / 8);
|
||||||
else
|
|
||||||
{
|
// Check if the pixel is set (white)
|
||||||
// Verwende u8g2_DrawCircle für größere Sterne (schneller)
|
if (const int bitIndex = px % 8; bitmap[byteIndex] & (1 << bitIndex))
|
||||||
u8g2_DrawCircle(u8g2, screenX, screenY, size, U8G2_DRAW_ALL);
|
{
|
||||||
|
// Only draw white pixels, skip black (transparent) pixels
|
||||||
|
const int screenX = x + px;
|
||||||
|
|
||||||
|
// Bounds checking
|
||||||
|
if (const int screenY = y + py; screenX >= 0 && screenX < u8g2->width &&
|
||||||
|
screenY >= 0 && screenY < u8g2->height)
|
||||||
|
{
|
||||||
|
u8g2_DrawPixel(u8g2, screenX, screenY);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Black pixels are simply not drawn (transparent)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const unsigned char *ScreenSaver::getVehicleBitmap(const VehicleType type, const Direction direction, int &width,
|
||||||
|
int &height)
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case VehicleType::CAR:
|
||||||
|
width = car_width;
|
||||||
|
height = car_height;
|
||||||
|
return (direction == Direction::LEFT) ? car_left_bits : car_right_bits;
|
||||||
|
|
||||||
|
case VehicleType::CONVERTABLE:
|
||||||
|
width = convertable_width;
|
||||||
|
height = convertable_height;
|
||||||
|
return (direction == Direction::LEFT) ? convertable_left_bits : convertable_right_bits;
|
||||||
|
|
||||||
|
case VehicleType::SUV:
|
||||||
|
width = suv_width;
|
||||||
|
height = suv_height;
|
||||||
|
return (direction == Direction::LEFT) ? suv_left_bits : suv_right_bits;
|
||||||
|
|
||||||
|
case VehicleType::LORRY:
|
||||||
|
width = lorry_width;
|
||||||
|
height = lorry_height;
|
||||||
|
return (direction == Direction::LEFT) ? lorry_left_bits : lorry_right_bits;
|
||||||
|
|
||||||
|
case VehicleType::TRUCK:
|
||||||
|
width = truck_width;
|
||||||
|
height = truck_height;
|
||||||
|
return (direction == Direction::LEFT) ? truck_left_bits : truck_right_bits;
|
||||||
|
|
||||||
|
default:
|
||||||
|
width = car_width;
|
||||||
|
height = car_height;
|
||||||
|
return car_left_bits;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void ScreenSaver::onButtonClicked(ButtonType button)
|
void ScreenSaver::onButtonClicked(ButtonType button)
|
||||||
{
|
{
|
||||||
if (m_options && m_options->popScreen)
|
if (m_options && m_options->popScreen)
|
||||||
|
@@ -88,7 +88,7 @@ Device::Device(void *appstate) : UIWidget(appstate)
|
|||||||
options.persistenceManager->Load();
|
options.persistenceManager->Load();
|
||||||
|
|
||||||
m_widget = std::make_shared<SplashScreen>(&options);
|
m_widget = std::make_shared<SplashScreen>(&options);
|
||||||
m_inactivityTracker = std::make_unique<InactivityTracker>(60000, []() {
|
m_inactivityTracker = std::make_unique<InactivityTracker>(6000, []() {
|
||||||
const auto screensaver = std::make_shared<ScreenSaver>(&options);
|
const auto screensaver = std::make_shared<ScreenSaver>(&options);
|
||||||
options.pushScreen(screensaver);
|
options.pushScreen(screensaver);
|
||||||
});
|
});
|
||||||
|
Reference in New Issue
Block a user