diff --git a/wled00/FX.cpp b/wled00/FX.cpp index 9dfc655ac..0569cdc56 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -2615,9 +2615,28 @@ uint16_t mode_twinklecat() static const char _data_FX_MODE_TWINKLECAT[] PROGMEM = "Twinklecat@!,Twinkle rate,,,,Cool;!,!;!"; -//inspired by https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectBlinkingHalloweenEyes uint16_t mode_halloween_eyes() { + enum eyeState : uint8_t { + initializeOn = 0, + on, + blink, + initializeOff, + off, + + count + }; + struct EyeData { + eyeState state; + uint8_t color; + uint16_t startPos; + // duration + endTime could theoretically be replaced by a single endTime, however we would lose + // the ability to end the animation early when the user reduces the animation time. + uint16_t duration; + uint32_t startTime; + uint32_t blinkEndTime; + }; + if (SEGLEN == 1) return mode_static(); const uint16_t maxWidth = strip.isMatrix ? SEGMENT.virtualWidth() : SEGLEN; const uint16_t HALLOWEEN_EYE_SPACE = MAX(2, strip.isMatrix ? SEGMENT.virtualWidth()>>4: SEGLEN>>5); @@ -2625,57 +2644,132 @@ uint16_t mode_halloween_eyes() uint16_t eyeLength = (2*HALLOWEEN_EYE_WIDTH) + HALLOWEEN_EYE_SPACE; if (eyeLength >= maxWidth) return mode_static(); //bail if segment too short + if (!SEGENV.allocateData(sizeof(EyeData))) return mode_static(); //allocation failed + EyeData& data = *reinterpret_cast(SEGENV.data); + if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1)); //fill background - uint8_t state = SEGENV.aux1 >> 8; - uint16_t stateTime = SEGENV.call; - if (stateTime == 0) stateTime = 2000; + data.state = static_cast(data.state % eyeState::count); + uint16_t duration = max(uint16_t{1u}, data.duration); + const uint32_t elapsedTime = strip.now - data.startTime; - if (state == 0) { //spawn eyes - SEGENV.aux0 = random16(0, maxWidth - eyeLength - 1); //start pos - SEGENV.aux1 = random8(); //color - if (strip.isMatrix) SEGMENT.offset = random16(SEGMENT.virtualHeight()-1); // a hack: reuse offset since it is not used in matrices - state = 1; - } + switch (data.state) { + case eyeState::initializeOn: { + // initialize the eyes-on state: + // - select eye position and color + // - select a duration + // - immediately switch to eyes on state. - if (state < 2) { //fade eyes - uint16_t startPos = SEGENV.aux0; - uint16_t start2ndEye = startPos + HALLOWEEN_EYE_WIDTH + HALLOWEEN_EYE_SPACE; + data.startPos = random16(0, maxWidth - eyeLength - 1); + data.color = random8(); + if (strip.isMatrix) SEGMENT.offset = random16(SEGMENT.virtualHeight()-1); // a hack: reuse offset since it is not used in matrices + duration = 128u + random16(SEGMENT.intensity*64u); + data.duration = duration; + data.state = eyeState::on; + [[fallthrough]]; + } + case eyeState::on: { + // eyes-on steate: + // - fade eyes in for some time + // - keep eyes on until the pre-selected duration is over + // - randomly switch to the blink (sub-)state, and initialize it with a blink duration (more precisely, a blink end time stamp) + // - never switch to the blink state if the animation just started or is about to end - uint32_t fadestage = (strip.now - SEGENV.step)*255 / stateTime; - if (fadestage > 255) fadestage = 255; - uint32_t c = color_blend(SEGMENT.color_from_palette(SEGENV.aux1 & 0xFF, false, false, 0), SEGCOLOR(1), fadestage); + uint16_t start2ndEye = data.startPos + HALLOWEEN_EYE_WIDTH + HALLOWEEN_EYE_SPACE; + // If the user reduces the input while in this state, limit the duration. + duration = min(duration, static_cast(128u + (SEGMENT.intensity * 64u))); - for (int i = 0; i < HALLOWEEN_EYE_WIDTH; i++) { - if (strip.isMatrix) { - SEGMENT.setPixelColorXY(startPos + i, SEGMENT.offset, c); - SEGMENT.setPixelColorXY(start2ndEye + i, SEGMENT.offset, c); - } else { - SEGMENT.setPixelColor(startPos + i, c); - SEGMENT.setPixelColor(start2ndEye + i, c); + constexpr uint32_t minimumOnTimeBegin = 1024u; + constexpr uint32_t minimumOnTimeEnd = 1024u; + const uint32_t fadeInAnimationState = elapsedTime * uint32_t{256u * 8u} / duration; + const uint32_t backgroundColor = SEGCOLOR(1); + const uint32_t eyeColor = SEGMENT.color_from_palette(data.color, false, false, 0); + uint32_t c = eyeColor; + if (fadeInAnimationState < 256u) { + c = color_blend(backgroundColor, eyeColor, fadeInAnimationState); + } else if (elapsedTime > minimumOnTimeBegin) { + const uint32_t remainingTime = (elapsedTime >= duration) ? 0u : (duration - elapsedTime); + if (remainingTime > minimumOnTimeEnd) { + if (random8() < 4u) + { + c = backgroundColor; + data.state = eyeState::blink; + data.blinkEndTime = strip.now + random8(8, 128); + } + } } + + if (c != backgroundColor) { + // render eyes + for (int i = 0; i < HALLOWEEN_EYE_WIDTH; i++) { + if (strip.isMatrix) { + SEGMENT.setPixelColorXY(data.startPos + i, SEGMENT.offset, c); + SEGMENT.setPixelColorXY(start2ndEye + i, SEGMENT.offset, c); + } else { + SEGMENT.setPixelColor(data.startPos + i, c); + SEGMENT.setPixelColor(start2ndEye + i, c); + } + } + } + break; + } + case eyeState::blink: { + // eyes-on but currently blinking state: + // - wait until the blink time is over, then switch back to eyes-on + + if (strip.now >= data.blinkEndTime) { + data.state = eyeState::on; + } + break; + } + case eyeState::initializeOff: { + // initialize eyes-off state: + // - select a duration + // - immediately switch to eyes-off state + + const uint16_t eyeOffTimeBase = SEGMENT.speed*128u; + duration = eyeOffTimeBase + random16(eyeOffTimeBase); + data.duration = duration; + data.state = eyeState::off; + [[fallthrough]]; + } + case eyeState::off: { + // eyes-off state: + // - not much to do here + + // If the user reduces the input while in this state, limit the duration. + const uint16_t eyeOffTimeBase = SEGMENT.speed*128u; + duration = min(duration, static_cast(2u * eyeOffTimeBase)); + break; + } + case eyeState::count: { + // Can't happen, not an actual state. + data.state = eyeState::initializeOn; + break; } } - if (strip.now - SEGENV.step > stateTime) { - state++; - if (state > 2) state = 0; - - if (state < 2) { - stateTime = 100 + SEGMENT.intensity*10; //eye fade time - } else { - uint16_t eyeOffTimeBase = (256 - SEGMENT.speed)*10; - stateTime = eyeOffTimeBase + random16(eyeOffTimeBase); + if (elapsedTime > duration) { + // The current state duration is over, switch to the next state. + switch (data.state) { + case eyeState::initializeOn: + case eyeState::on: + case eyeState::blink: + data.state = eyeState::initializeOff; + break; + case eyeState::initializeOff: + case eyeState::off: + case eyeState::count: + default: + data.state = eyeState::initializeOn; + break; } - SEGENV.step = strip.now; - SEGENV.call = stateTime; + data.startTime = strip.now; } - SEGENV.aux1 = (SEGENV.aux1 & 0xFF) + (state << 8); //save state - return FRAMETIME; } -static const char _data_FX_MODE_HALLOWEEN_EYES[] PROGMEM = "Halloween Eyes@Duration,Eye fade time,,,,,Overlay;!,!;!;12"; +static const char _data_FX_MODE_HALLOWEEN_EYES[] PROGMEM = "Halloween Eyes@Eye off time,Eye on time,,,,,Overlay;!,!;!;12"; //Speed slider sets amount of LEDs lit, intensity sets unlit diff --git a/wled00/FX_fcn.cpp b/wled00/FX_fcn.cpp index e85b2f96f..cac3687f0 100644 --- a/wled00/FX_fcn.cpp +++ b/wled00/FX_fcn.cpp @@ -1187,7 +1187,7 @@ void WS2812FX::service() { Segment::modeBlend(false); // unset semaphore } #endif - if (seg.mode != FX_MODE_HALLOWEEN_EYES) seg.call++; + seg.call++; if (seg.isInTransition() && delay > FRAMETIME) delay = FRAMETIME; // force faster updates during transition }