animations: implement a rain animation for weather
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src/animations/Rain.cpp
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45
src/animations/Rain.cpp
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#include "Rain.h"
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#include "../Static.h"
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RainAnimation::RainAnimation() : Figment("Rain")
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{
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}
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void
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RainAnimation::render(Display* dpy) const
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{
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Surface sfc = Surface(dpy, {0, 0}, {255, 255});
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uint8_t noiseY = sin8(m_noiseOffset % 255);
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uint8_t noiseX = cos8(m_noiseOffset % 255);
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sfc.paintShader([=](CRGB& pixel, const VirtualCoordinates& coords, const PhysicalCoordinates, const VirtualCoordinates& surfaceCoords) {
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pixel = CHSV(m_hue, inoise8(noiseX + coords.x, coords.y), inoise8(m_noiseOffset + coords.x, noiseY + coords.y));
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});
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m_drops.render(dpy);
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}
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void
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RainAnimation::loop()
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{
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EVERY_N_MILLISECONDS(250) {
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m_drops.update();
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}
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EVERY_N_MILLISECONDS(60) {
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m_hue.update(1);
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m_curColor.h = m_hue;
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}
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m_noiseOffset += 1;
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}
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void
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RainAnimation::handleEvent(const InputEvent& evt) {
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if (evt.intent == InputEvent::SetColor) {
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CHSV next = rgb2hsv_approximate(evt.asRGB());
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m_hue.set(next.h);
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m_drops.forEach([=](Raindrop& drop) {
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drop.nextColor = next;
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});
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}
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}
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STATIC_ALLOC(RainAnimation);
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STATIC_TASK(RainAnimation);
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48
src/animations/Rain.h
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48
src/animations/Rain.h
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#pragma once
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#include <Figments.h>
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class RainAnimation: public Figment {
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private:
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struct Raindrop {
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int size = 20;
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int x = random(255);
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int y = random(255);
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CHSV fg{180, 255, 255};
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CHSV nextColor{180, 255, 255};
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void render(Display* dpy) const {
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Surface sfc{dpy, {x - size, y - size}, {x + size, y + size}};
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paint(sfc);
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}
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void paint(Surface& sfc) const {
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sfc.paintShader([=](CRGB& pixel, const VirtualCoordinates& coords, const PhysicalCoordinates, const VirtualCoordinates& surfaceCoords) {
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int distance = 255 - (min(128, abs(128 - surfaceCoords.x)) + min(128, abs(128 - surfaceCoords.y)));
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pixel += CHSV{fg.h, fg.s, scale8_video(fg.v, distance)};
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});
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}
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void update() {
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if (random(255) >= 100) {
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y++;
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if (y >= 255) {
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y = 0;
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x += 13;
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x %= 255;
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fg = nextColor;
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}
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}
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}
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};
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SpriteList<Raindrop, 10> m_drops;
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uint16_t m_noiseOffset;
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CHSV m_curColor{180, 255, 255};
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AnimatedNumber m_hue;
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public:
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RainAnimation();
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//void handleEvent(const InputEvent& evt) override;
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void loop() override;
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void render(Display* dpy) const override;
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void handleEvent(const InputEvent& evt) override;
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};
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