Public Access
Pages choose their own refresh effect (or the Hardware setting), used when the page appears and for its own changes. Schedule blocks that switch instantly and rules still switch instantly. The ESP32 sends page effects to the Nano with a new no-save flag (E ...,2), so page switches don't wear the Nano's EEPROM. Page format 7 (version 6 pages are converted). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
211 lines
5.1 KiB
C++
211 lines
5.1 KiB
C++
#pragma once
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#include <stdint.h>
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// The order in which display() flips the dots, and how it is spread over time.
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// The numbers are part of the serial protocol (E command) and the ESP32 settings.
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enum RefreshEffect : uint8_t
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{
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EFFECT_INSTANT = 0, // column by column, left to right, as fast as possible
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EFFECT_SPARKLE = 1, // the changed dots one at a time, in a scrambled order
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EFFECT_WIPE = 2, // column by column, left to right
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EFFECT_RAIN = 3, // row by row, top to bottom
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EFFECT_CENTER = 4, // column by column, from the middle outwards
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EFFECT_DIAGONAL = 5, // from the top left to the bottom right corner
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EFFECT_SPIRAL = 6, // from the outside in, clockwise
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// The ones below are run by BROSE9323 itself (DotSequence uses column order for them)
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EFFECT_FLAP = 7, // every dot to yellow (wipe), then the new image (wipe)
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EFFECT_PUSH = 8, // the new image slides in from the right, pushing the old one out
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EFFECT_RANDOM = 9, // one of the effects 1-8, chosen for each frame
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EFFECT_COUNT = 10,
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};
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// Flags for BROSE9323::setEffect()
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const uint8_t EFFECT_FLAG_SMALL_ONLY = 1; // big changes (> 1/10 of the dots) are instant
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// E command only: use the effect until the next E command or power cycle, without storing
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// it in the Nano's EEPROM (pages with their own effect switch it often)
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const uint8_t EFFECT_FLAG_NO_SAVE = 2;
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// Visits every dot of a w x h display exactly once, in the order of an effect. Needs no
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// buffer: the sparkle order comes from a maximal length LFSR (all states except 0, out
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// of range values skipped), scrambled with a multiplication modulo the dot count.
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class DotSequence
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{
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public:
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void begin(uint8_t effect, uint8_t w, uint8_t h, uint16_t seed)
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{
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_effect = effect < EFFECT_COUNT ? effect : EFFECT_INSTANT;
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_w = w;
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_h = h;
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_total = (uint16_t)w * h;
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_pos = 0;
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_diagonal = 0;
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_left = 0;
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_top = 0;
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_right = w - 1;
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_bottom = h - 1;
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_x = 0;
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_y = 0;
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_direction = 0;
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if (_effect != EFFECT_SPARKLE || _total == 0)
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return;
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uint8_t bits = 2;
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while (bits < 16 && ((1UL << bits) - 1) < _total)
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bits++;
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// Galois LFSR feedback masks with a maximal period, for 2..16 bits
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static const uint16_t masks[15] = {0x3, 0x6, 0xC, 0x14, 0x30, 0x60, 0xB8, 0x110,
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0x240, 0x500, 0xE08, 0x1C80, 0x3802, 0x6000, 0xD008};
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_mask = masks[bits - 2];
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_period = (uint16_t)((1UL << bits) - 1);
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_lfsr = seed % _period + 1; // any state except 0
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// A multiplier without common factors with the total keeps the mapping 1:1
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_mult = 997 % _total;
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while (_mult == 0 || gcd(_mult, _total) != 1)
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_mult++;
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}
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// The next dot; false when every dot was visited
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bool next(uint8_t &x, uint8_t &y)
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{
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if (_effect == EFFECT_SPARKLE)
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{
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while (_pos < _period)
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{
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_pos++;
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uint16_t index = _lfsr - 1;
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_lfsr = (_lfsr & 1) ? (_lfsr >> 1) ^ _mask : _lfsr >> 1;
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if (index < _total)
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{
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uint16_t p = (uint32_t)index * _mult % _total;
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x = p % _w;
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y = p / _w;
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return true;
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}
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}
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return false;
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}
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if (_pos >= _total)
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return false;
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if (_effect == EFFECT_DIAGONAL)
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{
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// Diagonal d holds the dots with x + y = d, top to bottom
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while (true)
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{
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if (_y > (int16_t)_diagonal || _y >= _h)
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{
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_diagonal++;
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_y = 0;
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continue;
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}
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uint16_t dx = _diagonal - _y;
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uint8_t dy = _y++;
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if (dx < _w)
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{
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x = dx;
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y = dy;
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_pos++;
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return true;
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}
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}
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}
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if (_effect == EFFECT_SPIRAL)
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{
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x = _x;
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y = _y;
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_pos++;
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// Walk along the edge of the remaining rectangle, then make it smaller
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switch (_direction)
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{
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case 0: // right along the top
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if (_x < _right)
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_x++;
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else
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{
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_top++;
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_direction = 1;
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_y++;
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}
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break;
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case 1: // down the right side
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if (_y < _bottom)
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_y++;
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else
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{
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_right--;
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_direction = 2;
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_x--;
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}
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break;
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case 2: // left along the bottom
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if (_x > _left)
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_x--;
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else
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{
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_bottom--;
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_direction = 3;
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_y--;
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}
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break;
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default: // up the left side
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if (_y > _top)
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_y--;
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else
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{
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_left++;
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_direction = 0;
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_x++;
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}
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break;
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}
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return true;
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}
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uint16_t p = _pos++;
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if (_effect == EFFECT_RAIN)
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{
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x = p % _w;
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y = p / _w;
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return true;
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}
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uint8_t column = p / _h;
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y = p % _h;
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if (_effect == EFFECT_CENTER)
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{
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uint8_t middle = _w / 2;
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x = (column & 1) ? middle - (column + 1) / 2 : middle + column / 2;
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}
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else
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x = column;
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return true;
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}
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// Number of next() calls that return true
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uint16_t total() const { return _total; }
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private:
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static uint16_t gcd(uint16_t a, uint16_t b)
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{
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while (b)
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{
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uint16_t t = a % b;
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a = b;
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b = t;
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}
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return a;
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}
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uint8_t _effect = EFFECT_INSTANT;
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uint8_t _w = 0, _h = 0;
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uint16_t _total = 0, _pos = 0;
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uint16_t _lfsr = 1, _mask = 0, _period = 0, _mult = 1;
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uint16_t _diagonal = 0; // diagonal
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int16_t _left = 0, _top = 0, _right = 0, _bottom = 0; // spiral
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int16_t _x = 0, _y = 0; // spiral; _y also diagonal
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uint8_t _direction = 0; // spiral
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};
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