tasks: more Fract8 update
This commit is contained in:
@@ -31,13 +31,13 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
|
||||
.rect(Rectangle::new_from_coordinates(0, 0, 255, 0))
|
||||
.shader(Headlight::default())
|
||||
.visible(false)
|
||||
.opacity(0)
|
||||
.opacity(Fract8::MIN)
|
||||
.finish().unwrap().into(),
|
||||
brakelight: SurfaceBuilder::build(surfaces)
|
||||
.rect(Brakelight::rectangle())
|
||||
.shader(Brakelight::default())
|
||||
.visible(false)
|
||||
.opacity(0)
|
||||
.opacity(Fract8::MIN)
|
||||
.finish().unwrap().into(),
|
||||
display
|
||||
};
|
||||
@@ -66,22 +66,22 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
|
||||
|
||||
info!("Turning on display");
|
||||
// Turn on the display hardware
|
||||
self.display.set_brightness(0);
|
||||
self.display.set_brightness(Fract8::MIN);
|
||||
self.display.set_on(true);
|
||||
// Wait for the renderer to start running again
|
||||
// FIXME: This deadlocks :(
|
||||
//self.display.render_is_running.wait().await;
|
||||
|
||||
let fade_in = Animation::default().duration(Duration::from_secs(3)).from(0).to(255);
|
||||
let fade_in = Animation::default().duration(Duration::from_secs(3)).from(Fract8::MIN).to(Fract8::MAX);
|
||||
trace!("Fading in brightness with overlay={:?}", self.overlay);
|
||||
self.overlay.set_opacity(255);
|
||||
self.overlay.set_opacity(Fract8::MAX);
|
||||
self.overlay.set_visible(true);
|
||||
fade_in.apply(&mut AnimDisplay(&mut self.display)).await;
|
||||
|
||||
warn!("Turning on safety lights");
|
||||
self.headlight.set_opacity(0);
|
||||
self.headlight.set_opacity(Fract8::MIN);
|
||||
self.headlight.set_visible(true);
|
||||
self.brakelight.set_opacity(0);
|
||||
self.brakelight.set_opacity(Fract8::MIN);
|
||||
self.brakelight.set_visible(true);
|
||||
embassy_futures::join::join(
|
||||
fade_in.apply(&mut self.headlight),
|
||||
@@ -123,8 +123,8 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
|
||||
}
|
||||
}
|
||||
|
||||
const TURN_ON: Animation = Animation::new().duration(Duration::from_secs(1)).from(0).to(255);
|
||||
const TURN_OFF: Animation = Animation::new().duration(Duration::from_secs(1)).from(255).to(0);
|
||||
const TURN_ON: Animation<Fract8> = Animation::new().duration(Duration::from_secs(1)).from(Fract8::MIN).to(Fract8::MAX);
|
||||
const TURN_OFF: Animation<Fract8> = Animation::new().duration(Duration::from_secs(1)).from(Fract8::MAX).to(Fract8::MIN);
|
||||
|
||||
#[embassy_executor::task]
|
||||
pub async fn safety_ui_main(mut events: DynSubscriber<'static, Prediction>, mut ui: SafetyUi<<UiSurfacePool as Surfaces<SegmentSpace>>::Surface>) {
|
||||
|
||||
@@ -3,6 +3,7 @@ use embassy_time::{Duration, Timer};
|
||||
use embedded_storage::ReadStorage;
|
||||
use esp_bootloader_esp_idf::partitions::PartitionTable;
|
||||
use esp_storage::FlashStorage;
|
||||
use figments::liber8tion::interpolate::Fract8;
|
||||
use nalgebra::{Vector2, Vector3};
|
||||
use log::*;
|
||||
use rmp::decode::ValueReadError;
|
||||
@@ -176,7 +177,7 @@ pub async fn simulation_task(mut reader: SimDataReader<SharedFlash<FlashStorage>
|
||||
let pct = (idx as f32) / (reader.event_count as f32);
|
||||
idx_breaker.set((pct * 255.0) as u8);
|
||||
if let Some(pct) = idx_breaker.read_tripped() {
|
||||
events.send(Measurement::SimulationProgress(reader.srcid(), reader.runtime, pct)).await;
|
||||
events.send(Measurement::SimulationProgress(reader.srcid(), reader.runtime, Fract8::from_raw(pct))).await;
|
||||
}
|
||||
idx += 1;
|
||||
},
|
||||
|
||||
@@ -54,10 +54,10 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
|
||||
}
|
||||
|
||||
pub async fn flash_notification_color(&mut self, color: Rgb<u8>) {
|
||||
let fade_in = Animation::default().from(0).to(255).duration(Duration::from_millis(30));
|
||||
let pulse_out = Animation::default().from(255).to(60).duration(Duration::from_millis(100));
|
||||
let pulse_in = Animation::default().from(0).to(255).duration(Duration::from_millis(100));
|
||||
let fade_out = Animation::default().from(255).to(0).duration(Duration::from_secs(2));
|
||||
let fade_in = Animation::default().from(Fract8::MIN).to(Fract8::MAX).duration(Duration::from_millis(30));
|
||||
let pulse_out = Animation::default().from(Fract8::MAX).to(Fract8::from_raw(60)).duration(Duration::from_millis(100));
|
||||
let pulse_in = Animation::default().from(Fract8::MIN).to(Fract8::MAX).duration(Duration::from_millis(100));
|
||||
let fade_out = Animation::default().from(Fract8::MAX).to(Fract8::MIN).duration(Duration::from_secs(2));
|
||||
info!("Flashing notification {color}");
|
||||
|
||||
self.notification.set_visible(true);
|
||||
@@ -95,10 +95,10 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
|
||||
info!("Activating scene {next_scene:?}");
|
||||
match next_scene {
|
||||
Scene::Ready => {
|
||||
let tail = Animation::default().duration(Duration::from_millis(300)).to(96);
|
||||
let panels = Animation::default().duration(Duration::from_millis(300)).to(128);
|
||||
let bg = Animation::default().duration(Duration::from_millis(300)).to(32);
|
||||
let motion = Animation::default().duration(Duration::from_secs(1)).to(0);
|
||||
let tail = Animation::default().duration(Duration::from_millis(300)).to(Fract8::from_raw(96));
|
||||
let panels = Animation::default().duration(Duration::from_millis(300)).to(Fract8::from_raw(128));
|
||||
let bg = Animation::default().duration(Duration::from_millis(300)).to(Fract8::from_raw(32));
|
||||
let motion = Animation::default().duration(Duration::from_secs(1)).to(Fract8::MIN);
|
||||
embassy_futures::join::join4(
|
||||
tail.apply(&mut self.tail),
|
||||
panels.apply(&mut self.panels),
|
||||
@@ -110,8 +110,8 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
|
||||
Scene::Idle => {
|
||||
// FIXME: The safety UI task should handle setting the display brightness to 50% here
|
||||
self.background.set_shader(Thinking::default());
|
||||
let fg_fade = Animation::default().duration(Duration::from_millis(300)).to(0);
|
||||
let bg_fade = Animation::default().duration(Duration::from_millis(300)).to(128);
|
||||
let fg_fade = Animation::default().duration(Duration::from_millis(300)).to(Fract8::MIN);
|
||||
let bg_fade = Animation::default().duration(Duration::from_millis(300)).to(Fract8::from_raw(128));
|
||||
|
||||
// FIXME: The scenes shouldn't be touching the brake/headlights at all here. In fact, they should be dealt with in a whole separate task from the main UI, maybe running on the motion prediction executor
|
||||
embassy_futures::join::join4(
|
||||
@@ -180,7 +180,7 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
|
||||
self.as_slice().set_rect(rect);
|
||||
}
|
||||
|
||||
fn set_opacity(&mut self, opacity: u8) {
|
||||
fn set_opacity(&mut self, opacity: Fract8) {
|
||||
self.as_slice().set_opacity(opacity);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user