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- #ifndef TWISTY_TEXT_H__
- #define TWISTY_TEXT_H__
-
- #include <Arduino.h>
- #include "ILI9488_t3.h"
- #include "MathUtil.h"
- #include "TwistyTextFont.h"
- #include "BaseAnimation.h"
-
-
- const uint_fast8_t TEXT_PIXEL_WIDTH = 4;
- const float TEXT_PIXEL_HEIGHT = 12.0f;
- const float TEXT_3D_THICKNESS_MULT = 2.0f;
-
- const float LINE_SCROLL_SPEED = 0.004f;
- const float TWIST_AMOUNT = -0.0063f;
-
- const float WOBBLE_FREQ = 2.5f;
- const float WOBBLE_AMOUNT = 0.35f;
- const float WOBBLE_TORQUE = -0.19f;
-
- // 0.........10........20........30........40........
- const char LINES[] = "HYDRONICS + ZKARCHER PRESENT: DEMOSAUCE!(){}(){}()";
- const uint_fast8_t LINE_COUNT = 5;
- const uint_fast8_t CHARS_PER_LINE = 10;
-
-
- class TwistyText : public BaseAnimation {
- public:
- TwistyText() : BaseAnimation() {};
-
- void init( ILI9488_t3 tft );
- uint_fast16_t bgColor( void );
- String title();
- void reset( ILI9488_t3 tft );
-
- boolean willForceTransition( void );
- boolean forceTransitionNow( void );
-
- void perFrame( ILI9488_t3 tft, FrameParams frameParams );
-
- private:
- float _initPhase = 0;
- float _phase = 0;
- uint_fast16_t _bgColor;
- uint_fast8_t _meters[12];
- boolean _drawnColumns[CHARS_PER_LINE*7];
- };
-
- void TwistyText::init( ILI9488_t3 tft ) {
- _bgColor = tft.color565( 0x0, 0x0, 0x33 );
- }
-
- uint_fast16_t TwistyText::bgColor( void ) {
- return _bgColor;
- }
-
- String TwistyText::title() {
- return "TwistyText";
- }
-
- void TwistyText::reset( ILI9488_t3 tft ) {
- _phase = _initPhase = LINE_COUNT * random(999);
-
- for( uint_fast8_t m=0; m<12; m++ ) {
- _meters[m] = 0;
- }
-
- for( uint_fast8_t c=0; c<(CHARS_PER_LINE*7); c++ ) {
- _drawnColumns[c] = false;
- }
- }
-
- boolean TwistyText::willForceTransition( void ) {
- return true;
- }
-
- boolean TwistyText::forceTransitionNow( void ) {
- return _phase > (_initPhase + LINE_COUNT);
- }
-
- void TwistyText::perFrame( ILI9488_t3 tft, FrameParams frameParams ) {
- uint_fast16_t w = (uint_fast16_t)tft.width();
- uint_fast16_t h = (uint_fast16_t)tft.height();
- uint_fast16_t w_2 = (w>>1);
- uint_fast16_t h_2 = (h>>1);
-
- uint_fast16_t paddingLeft = ((w - CHARS_PER_LINE * TEXT_PIXEL_WIDTH * 7) >> 1);
- paddingLeft += TEXT_PIXEL_WIDTH; // Because each character has 2 empty cols on the right
-
- _phase += frameParams.timeMult * LINE_SCROLL_SPEED;
-
- for( uint_fast8_t c=0; c<(CHARS_PER_LINE*7); c++ ) {
- uint_fast8_t columnInChar = c % 7;
- //if( columnInChar >= 5 ) continue; // Ignore spacing between characters
-
- uint_fast8_t charInLine = (c / 7);
-
- // Get the angle of rotation
- float angle = (_phase + c*TWIST_AMOUNT);
-
- // I want to pause so the user can read each line, so add some easing to hang out at
- // (angle%1.0)==0.5.
- float angleFloor = floor(angle);
- float decimal = angle - angleFloor;
- if( decimal < 0.5f ) {
- float inverse = (0.5f-decimal) * 2.0f; // 1..0
- inverse *= (inverse*inverse);
- angle = angleFloor + (1.0f-inverse)*0.5f;
-
- } else {
- float ramp = (decimal*2.0f) - 1.0f; // 0..1
- ramp *= (ramp*ramp);
- angle = angleFloor + 0.5f + ramp*0.5f;
- }
-
- // Hang on the final line, the hearts. Don't roll over to the first line.
- if( angle > _initPhase + LINE_COUNT - 0.5f ) {
- angle = _initPhase + LINE_COUNT - 0.5f;
- }
-
- angle *= M_PI;
-
- // Add wiggly wobble
- angle += sin( _phase*M_PI*WOBBLE_FREQ + (c*WOBBLE_TORQUE) ) * WOBBLE_AMOUNT;
-
- uint_fast16_t wrapAmt = floor( angle / M_PI );
- angle -= wrapAmt * M_PI;
-
- // Get the text for this rotation
- uint_fast8_t lineIdx = wrapAmt % LINE_COUNT;
- char asciiValue = LINES[ lineIdx*CHARS_PER_LINE + charInLine ];
-
- uint_fast8_t fontIdx;
- switch( asciiValue ) {
- case '+': fontIdx = 26; break;
- case ':': fontIdx = 27; break;
- case '-': fontIdx = 28; break;
- case '!': fontIdx = 29; break;
- case '(': fontIdx = 30; break; // heart (left)
- case ')': fontIdx = 31; break; // heart (right)
- case '{': fontIdx = 32; break; // skull (left)
- case '}': fontIdx = 33; break; // skull (right)
- default: fontIdx = asciiValue - 'A'; break;
- }
-
- uint_fast16_t charStart = fontIdx * 7; // 7 columns per character
-
- uint_fast8_t colByte = 0;
- if( (0 <= charStart) && (charStart < FONT_TABLE_LENGTH) ) {
- colByte = pgm_read_byte( &FONT_TABLE[ charStart + columnInChar ] );
- }
-
- uint_fast16_t left = paddingLeft + c * TEXT_PIXEL_WIDTH;
-
- if( colByte == 0 ) {
- // Only erase columns if there's rects to erase from the last frame.
- if( _drawnColumns[c] ) {
- // *1.6: Cheap hack. Ensure rects from the previous frame are erased.
- tft.fillRect( left, h_2 - TEXT_PIXEL_HEIGHT*1.6, TEXT_PIXEL_WIDTH, TEXT_PIXEL_HEIGHT*TEXT_3D_THICKNESS_MULT*1.6, _bgColor );
- _drawnColumns[c] = false;
- }
- continue;
- }
-
- _drawnColumns[c] = true;
-
- // Prepare to erase the background
- uint_fast16_t eraseTop = h_2 - 4.5*TEXT_PIXEL_HEIGHT;
-
- float cosAngle = cos( angle );
- float cosAngleAbs = abs( cosAngle );
- float sinAngle = sin( angle );
-
- uint_fast16_t baseColor;
- switch( lineIdx ) {
- case 0: baseColor = 0x22ffff; break; // "HYDRONICS"
- case 1: baseColor = 0xffff44; break; // "+ ZKARCHER"
- case 2: baseColor = 0xff22ff; break; // "PRESENT"
- case 3: baseColor = 0x33ff88; break; // "SUPER-TFT!";
- default: baseColor = 0xbb0000; break; // hearts
- }
-
- // Skull == grey
- if( (fontIdx==32) || (fontIdx==33) ) {
- baseColor = 0xaaaaaa;
- }
-
- // Material color:
- // cosAngleAbs: gives a color channel a more metallic appearance.
- // sinAngle: more traditional lighting.
- // tri: Happy medium.
- float tri = angle * (2.0f/M_PI); // 0..2
- if( tri > 1.0 ) tri = 2.0f - tri; // 0..1..0
- float triShiny = lerp( tri, tri*tri, 0.65f ); // Weight more towards grey. Material surface looks shiny.
-
- uint_fast16_t color = tft.color565(
- lerp8( 0x33, (baseColor&0xff0000)>>16, triShiny ),
- lerp8( 0x44, (baseColor&0x00ff00)>>8, triShiny ),
- lerp8( 0x44, (baseColor&0x0000ff), triShiny )
- );
-
- uint_fast16_t sideColor = tft.color565( 0xff * cosAngleAbs, 0x88 * cosAngleAbs, 0 );
-
- uint_fast16_t sideHeight = abs( cosAngle ) * TEXT_PIXEL_HEIGHT * TEXT_3D_THICKNESS_MULT;
-
- // Draw a minimal number of rects. Advance from top to bottom. Track when rects start & end.
- boolean inRect = false;
- uint_fast8_t topBit;
- for( uint_fast8_t bit=0; bit<=8; bit++ ) {
-
- boolean isSolid = (boolean)( colByte & (0x1 << bit) );
-
- if( !inRect && isSolid ) {
- inRect = true;
- topBit = bit;
-
- } else if( inRect && !isSolid ) {
- inRect = false;
-
- uint_fast16_t top = h_2 + ((int_fast8_t)(topBit-4) * TEXT_PIXEL_HEIGHT)*sinAngle - (TEXT_PIXEL_HEIGHT*cosAngle);
- uint_fast16_t height = ((bit-topBit) * TEXT_PIXEL_HEIGHT) * sinAngle;
-
- // Draw the pixel column
- tft.fillRect( left, top, TEXT_PIXEL_WIDTH, height, color );
-
- // Draw the "side" hanging below, or above, depending on the twist angle
- if( cosAngle > 0.0f ) {
- // Side protudes below: (text is facing up)
- tft.fillRect( left, top+height, TEXT_PIXEL_WIDTH, sideHeight, sideColor );
-
- // Erase above
- tft.fillRect( left, eraseTop, TEXT_PIXEL_WIDTH, top-eraseTop, _bgColor );
- eraseTop = top + height + sideHeight;
-
- } else {
- // Side protrudes above: (text is facing down)
- uint_fast16_t drawTop = max( top-sideHeight, eraseTop ); // Don't draw over the letter material
- int_fast16_t drawHeight = top - drawTop;
- if( drawHeight > 0 ) {
- tft.fillRect( left, drawTop, TEXT_PIXEL_WIDTH, drawHeight, sideColor );
- }
-
- // Erase above
- tft.fillRect( left, eraseTop, TEXT_PIXEL_WIDTH, (top-sideHeight)-eraseTop, _bgColor );
- eraseTop = top + height;
- }
- }
- }
-
- // Erase old graphics below the column
- tft.fillRect( left, eraseTop, TEXT_PIXEL_WIDTH, (h_2+4.5*TEXT_PIXEL_HEIGHT)-eraseTop, _bgColor );
-
- } // end each column
-
- // Super-awesome fake EQ meters
- const uint_fast8_t MAX_EQ_BARS = 24;
- const uint_fast8_t AUDIO_POWER = 96; // Seriously overdrive this for maximum meter awesomeness
- const uint_fast8_t EQ_BAR_WIDTH = 3;
- const uint_fast8_t EQ_BAR_HEIGHT = 5;
- const uint_fast8_t EQ_BAR_SPACING_X = 3;
- const uint_fast8_t EQ_BAR_SPACING_Y = 5;
-
- // Position EQ groups
- const uint_fast8_t EQ_GROUP_SEPARATE_X = 0;
- const uint_fast8_t EQ_GROUP_PADDING_Y = 13;
-
- uint_fast8_t baseEnergy = (uint_fast16_t)(frameParams.audioPeak * AUDIO_POWER) / 512;
-
- // Draw 4 groups: 2 on top, 2 on bottom, facing away from each other (out from center)
- uint_fast8_t meterOffset = 0;
- for( int_fast8_t eqX=-1; eqX<=1; eqX+=2 ) {
-
- uint_fast16_t baseX = w_2 + eqX*((EQ_GROUP_SEPARATE_X+EQ_BAR_WIDTH+EQ_BAR_SPACING_X)>>1);
-
- for( int_fast8_t eqY=-1; eqY<=1; eqY+=2 ) { // -1==bottom of screen, 1==top
-
- uint_fast16_t baseY = ( (eqY==1) ? EQ_GROUP_PADDING_Y : (h-EQ_GROUP_PADDING_Y-(EQ_BAR_HEIGHT)) );
- int_fast8_t sideYOffset = (eqY==1) ? EQ_BAR_HEIGHT : -1; // pseudo-3D sides
-
- uint_fast8_t energy = baseEnergy;
-
- // Each meter steals some energy from audioEnergy
- uint_fast8_t newMeters[3];
- newMeters[2] = random( (energy>>2), energy );
- energy -= newMeters[2];
- newMeters[1] = random( (energy>>1), energy );
- energy -= newMeters[1];
- newMeters[0] = energy;
-
- for( uint_fast8_t row=0; row<3; row++ ) { // 3 meter rows
- uint_fast16_t sideColor = tft.color565( 0xaa + row*0x20, 0x55 + row*0x10, 0 );
-
- // Draw position
- uint_fast16_t drawY = baseY + row*eqY*(EQ_BAR_HEIGHT+EQ_BAR_SPACING_Y);
-
- uint_fast8_t prevMeter = _meters[meterOffset+row];
-
- // Clamp the newMeters values to a sane range, please.
- // Avoid flicker at low volume levels.
- newMeters[row] = constrain( (uint_fast8_t)newMeters[row], (uint_fast8_t)1, (uint_fast8_t)MAX_EQ_BARS );
-
- // Gently fade out over time
- newMeters[row] = max( _meters[meterOffset+row]>>1, newMeters[row] );
-
- // Either draw or erase bricks, depending on whether the meter level increased or decreased
- boolean isErase = true;
- uint_fast16_t color = _bgColor; // default: erase
- uint_fast8_t drawHeight = EQ_BAR_HEIGHT;
-
- // If the energy of this row is higher: Set the draw color to something bright and colorful
- if( newMeters[row] > prevMeter ) {
- isErase = false;
-
- uint_fast8_t bright = 0x66 + row*0x33;
- color = tft.color565( 0x66, bright, bright );
-
- } else {
- // Be sure to erase the pseudo-3D sides
- drawHeight++;
- if( eqY==-1 ) drawY--;
- }
-
- uint_fast8_t minMeter = min( newMeters[row], prevMeter );
- uint_fast8_t maxMeter = max( newMeters[row], prevMeter );
-
- for( uint_fast8_t m=minMeter; m<maxMeter; m++ ) {
- uint_fast16_t drawX = baseX + m*eqX*(EQ_BAR_WIDTH+EQ_BAR_SPACING_X);
- tft.fillRect( drawX, drawY, EQ_BAR_WIDTH, drawHeight, color );
-
- // Draw fake 3D below each bar
- if( !isErase ) {
- tft.drawFastHLine( drawX, drawY+sideYOffset, EQ_BAR_WIDTH, sideColor );
- }
- }
-
- // Save this value for next draw cycle. Redraw minimum area.
- _meters[ meterOffset+row ] = newMeters[row];
- }
-
- // Advance _meters index for next batch of EQ meters
- meterOffset += 3;
- }
- }
-
- }
-
- #endif
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