animations: power: implement commands for brightness+power on/off
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@@ -10,15 +10,17 @@ public:
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switch (evt.intent) {
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case InputEvent::PowerToggle:
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m_powerState = m_powerState.value() <= 128 ? 255 : 0;
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//Log.info("POWER TOGGLE %d", m_powerState.value());
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m_forced = false;
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Log.notice("Power toggled to %t", m_powerState);
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break;
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case InputEvent::SetPower:
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m_powerState = evt.asInt() == 0 ? 0 : 255;
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Log.notice("Power is now %d", m_powerState);
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m_forced = false;
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Log.notice("Power state is now %t", m_powerState);
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break;
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case InputEvent::SetBrightness:
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m_brightness = evt.asInt();
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m_brightness = 255;
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m_forced = false;
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break;
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case InputEvent::Beat:
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m_beatDecay.set(0, 255);
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@@ -40,7 +42,7 @@ public:
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}
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void render(Display* dpy) const override {
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if (F_LIKELY(m_valid)) {
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if (F_LIKELY(m_valid && !m_forced)) {
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const uint8_t decayedBrightness = scale8((uint8_t)m_brightness, m_useBPM ? ease8InOutCubic((uint8_t)m_beatDecay) : 255);
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const uint8_t clippedBrightness = std::min(decayedBrightness, (uint8_t)255);
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const uint8_t scaledBrightness = scale8(m_powerState, clippedBrightness);
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@@ -50,6 +52,9 @@ public:
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}
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}
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void forceBrightness(uint8_t v);
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const std::vector<Command>& commands() const override;
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private:
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AnimatedNumber m_powerState = 255;
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@@ -59,4 +64,5 @@ private:
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uint16_t m_milliamps = 500;
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bool m_valid = true;
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bool m_useBPM = false;
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bool m_forced = false;
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};
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