graphics: update to use figments Fract8 type
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@@ -2,7 +2,7 @@ use alloc::sync::Arc;
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use embassy_sync::{blocking_mutex::raw::CriticalSectionRawMutex, mutex::Mutex, pubsub::DynSubscriber};
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use embassy_time::{Duration, Timer};
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use embedded_graphics::pixelcolor::BinaryColor;
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use figments::{mappings::embedded_graphics::Matrix2DSpace, prelude::{Coordinates, Rectangle}, render::Shader, surface::{BufferedSurfacePool, NullBufferPool, Surface, SurfaceBuilder, Surfaces}};
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use figments::{liber8tion::interpolate::Fract8, mappings::embedded_graphics::Matrix2DSpace, prelude::{Coordinates, Rectangle}, render::Shader, surface::{Surface, SurfaceBuilder, Surfaces}};
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use figments_render::output::Brightness;
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use log::*;
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@@ -37,7 +37,7 @@ impl<S: core::fmt::Debug + Surface<CoordinateSpace = Matrix2DSpace, Pixel = Bina
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overlay: SurfaceBuilder::build(surfaces)
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.rect(Rectangle::everything())
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.shader(OverlayShader{})
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.opacity(0)
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.opacity(Fract8::MIN)
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.finish().unwrap(),
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controls,
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uniforms
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@@ -45,8 +45,8 @@ impl<S: core::fmt::Debug + Surface<CoordinateSpace = Matrix2DSpace, Pixel = Bina
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}
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pub async fn screen_transition(&mut self, next_screen: Screen) {
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const FADE_IN: Animation = Animation::new().from(0).to(255).duration(Duration::from_millis(300));
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const FADE_OUT: Animation = Animation::new().from(255).to(0).duration(Duration::from_millis(300));
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const FADE_IN: Animation<Fract8> = Animation::new().from(Fract8::MIN).to(Fract8::MAX).duration(Duration::from_millis(300));
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const FADE_OUT: Animation<Fract8> = Animation::new().from(Fract8::MAX).to(Fract8::MIN).duration(Duration::from_millis(300));
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info!("Fading in to screen {next_screen:?}");
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FADE_IN.apply(&mut self.overlay).await;
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{
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