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@ -21,22 +21,15 @@
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namespace kaleidoscope {
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#define MS_PER_FRAME_POW2 6 // one frame every 64 ms
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#define INTERPOLATE // smoother, slower animation
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#define MS_PER_FRAME 40 // 40 = 25 fps
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#define FRAMES_PER_DROP 120 // max time between raindrops during idle animation
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int8_t WavepoolEffect::surface[2][WP_WID*WP_HGT];
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uint8_t WavepoolEffect::page = 0;
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uint8_t WavepoolEffect::frames_since_event = 0;
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uint16_t WavepoolEffect::idle_timeout = 5000; // 5 seconds
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/* unused
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// map geometric space (14x5) into native keyboard coordinates (16x4)
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PROGMEM const uint8_t WavepoolEffect::positions[WP_HGT*WP_WID] = {
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0, 1, 2, 3, 4, 5, 6, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 64, 64, 26, 27, 28, 29, 30, 31,
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32, 33, 34, 35, 36, 37, 22, 25, 42, 43, 44, 45, 46, 47,
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48, 49, 50, 51, 52, 53, 37, 40, 58, 59, 60, 61, 62, 63,
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64, 64, 7, 23, 39, 55, 54, 57, 56, 40, 24, 8, 64, 64,
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};
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*/
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// map native keyboard coordinates (16x4) into geometric space (14x5)
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PROGMEM const uint8_t WavepoolEffect::rc2pos[ROWS*COLS] = {
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0, 1, 2, 3, 4, 5, 6, 59, 66, 7, 8, 9, 10, 11, 12, 13,
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@ -81,14 +74,14 @@ void WavepoolEffect::raindrop(uint8_t x, uint8_t y, int8_t *page) {
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uint8_t WavepoolEffect::wp_rand() {
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static uint16_t offset = 0x400;
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offset = ((offset + 1) & 0x4fff) | 0x400;
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return (millis()>>MS_PER_FRAME_POW2) + pgm_read_byte(offset);
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return (millis()/MS_PER_FRAME) + pgm_read_byte(offset);
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}
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void WavepoolEffect::update(void) {
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// limit the frame rate; one frame every 64 ms
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static uint8_t prev_time = 0;
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uint8_t now = (millis()>>MS_PER_FRAME_POW2) % 0xff;
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uint8_t now = millis() / MS_PER_FRAME;
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if (now != prev_time) {
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prev_time = now;
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} else {
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@ -111,7 +104,14 @@ void WavepoolEffect::update(void) {
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static uint8_t frames_till_next_drop = 0;
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static int8_t prev_x = -1;
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static int8_t prev_y = -1;
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#ifdef INTERPOLATE
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// even frames: water movement and page flipping
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// odd frames: raindrops and tweening
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// (this arrangement seems to look best overall)
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if (((now & 1)) && (idle_timeout > 0)) {
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#else
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if (idle_timeout > 0) {
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#endif
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// repeat previous raindrop to give it a slightly better effect
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if (prev_x >= 0) {
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raindrop(prev_x, prev_y, oldpg);
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@ -119,9 +119,9 @@ void WavepoolEffect::update(void) {
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}
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if (frames_since_event
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>= (frames_till_next_drop
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+ (idle_timeout >> MS_PER_FRAME_POW2))) {
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frames_till_next_drop = 4 + (wp_rand() & 0x3f);
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frames_since_event = idle_timeout >> MS_PER_FRAME_POW2;
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+ (idle_timeout / MS_PER_FRAME))) {
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frames_till_next_drop = 4 + (wp_rand() % FRAMES_PER_DROP);
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frames_since_event = idle_timeout / MS_PER_FRAME;
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uint8_t x = wp_rand() % WP_WID;
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uint8_t y = wp_rand() % WP_HGT;
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@ -136,6 +136,9 @@ void WavepoolEffect::update(void) {
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// (originally skipped edges, but this keyboard is too small for that)
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//for (uint8_t y = 1; y < WP_HGT-1; y++) {
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// for (uint8_t x = 1; x < WP_WID-1; x++) {
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#ifdef INTERPOLATE
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if (!(now & 1)) { // even frames only
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#endif
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for (uint8_t y = 0; y < WP_HGT; y++) {
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for (uint8_t x = 0; x < WP_WID; x++) {
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uint8_t offset = (y*WP_WID) + x;
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@ -178,12 +181,21 @@ void WavepoolEffect::update(void) {
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newpg[offset] = value - (value >> 3);
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}
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}
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#ifdef INTERPOLATE
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}
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#endif
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// draw the water on the keys
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for (byte r = 0; r < ROWS; r++) {
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for (byte c = 0; c < COLS; c++) {
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uint8_t offset = (r*COLS) + c;
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int8_t height = oldpg[pgm_read_byte(rc2pos+offset)];
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#ifdef INTERPOLATE
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if (now & 1) { // odd frames only
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// average height with other frame
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height = ((int16_t)height + newpg[pgm_read_byte(rc2pos+offset)]) >> 1;
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}
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#endif
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uint8_t intensity = abs(height) * 2;
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@ -199,8 +211,13 @@ void WavepoolEffect::update(void) {
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}
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}
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#ifdef INTERPOLATE
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// swap pages every other frame
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if (!(now & 1)) page ^= 1;
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#else
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// swap pages every frame
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page ^= 1;
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#endif
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}
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