tasks: use new animations api

This commit is contained in:
2026-02-28 16:59:29 +01:00
parent e8a7a18539
commit 816cc20087
4 changed files with 39 additions and 44 deletions

View File

@@ -1,6 +1,6 @@
use embassy_sync::pubsub::DynSubscriber;
use embassy_time::Duration;
use figments::prelude::*;
use figments::{liber8tion::interpolate::Fract8, prelude::*};
use figments_render::output::Brightness;
use rgb::Rgba;
use core::fmt::Debug;
@@ -48,7 +48,7 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
pub async fn sleep(&mut self) {
info!("Running sleep sequence");
let mut disp_anim = AnimDisplay(&mut self.display);
TURN_OFF.apply(&mut disp_anim).await;
TURN_OFF.apply([&mut disp_anim]).await;
warn!("Resetting safety lights");
self.brakelight.set_visible(false);
@@ -76,20 +76,17 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
trace!("Fading in brightness with overlay={:?}", self.overlay);
self.overlay.set_opacity(Fract8::MAX);
self.overlay.set_visible(true);
fade_in.apply(&mut AnimDisplay(&mut self.display)).await;
fade_in.apply([&mut AnimDisplay(&mut self.display)]).await;
warn!("Turning on safety lights");
self.headlight.set_opacity(Fract8::MIN);
self.headlight.set_visible(true);
self.brakelight.set_opacity(Fract8::MIN);
self.brakelight.set_visible(true);
embassy_futures::join::join(
fade_in.apply(&mut self.headlight),
fade_in.apply(&mut self.brakelight)
).await;
fade_in.apply([&mut self.headlight, &mut self.brakelight]).await;
info!("Fade out overlay");
TURN_OFF.apply(&mut self.overlay).await;
TURN_OFF.apply([&mut self.overlay]).await;
self.overlay.set_visible(false);
info!("Wakeup complete!");
}
@@ -99,17 +96,17 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
Personality::Active => {
// FIXME: These should be a Off/Low/High enum, so the stopping brake looks different from the dayrunning brake.
warn!("Active personality: Turning on safety lights");
embassy_futures::join::join(
TURN_ON.apply(&mut self.brakelight),
TURN_ON.apply(&mut self.headlight)
).await;
TURN_ON.apply([
&mut self.brakelight,
&mut self.headlight
]).await;
},
Personality::Parked => {
warn!("Idle personality: Turning off safety lights");
embassy_futures::join::join(
TURN_OFF.apply(&mut self.brakelight),
TURN_OFF.apply(&mut self.headlight)
).await;
TURN_OFF.apply([
&mut self.brakelight,
&mut self.headlight
]).await;
},
Personality::Sleeping => {
warn!("Sleeping personality: Safety UI is going to sleep");
@@ -127,7 +124,7 @@ const TURN_ON: Animation<Fract8> = Animation::new().duration(Duration::from_secs
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>) {
pub async fn safety_ui_main(mut events: DynSubscriber<'static, Prediction>, mut ui: SafetyUi<<UiSurfacePool as Surfaces>::Surface>) {
// Wait for the renderer to start running
//ui.display.render_is_running.wait().await;
trace!("spooling until render starts ui={ui:?}");