Files
Flipdot-display/lib/BROSE9323/dot_sequence.h
T
mangavalkandClaude Opus 5.5 1d3b084de1 Add HA dropdowns, off image, flip fixes and refresh effects
Home Assistant: remove the Clock switch (its entity is deleted on connect),
add an IP sensor and Mode / Off image dropdowns whose options follow the
saved bitmaps. Remove the built-in "Nintendo border" bitmap.

Off image: a bitmap (or blank) left on the dots when the display switches off.

Nano: pause after each flip pulse and repeat pulses for changed dots, both
stored in EEPROM (G/N commands). Refresh effects (E command): instant,
sparkle, wipe, rain, from the middle out, diagonal, spiral, flip all then
reveal, push and random, optionally only for small changes. Effects run in
steps from loop() so serial input keeps flowing.

Web UI: flip settings, refresh effect and test patterns under Settings; the
System tab shows why the ESP32 last restarted. Settings records from
versions 1 and 2 are migrated. Firmware 2.3.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 01:29:01 +02:00

208 lines
4.9 KiB
C++

#pragma once
#include <stdint.h>
// The order in which display() flips the dots, and how it is spread over time.
// The numbers are part of the serial protocol (E command) and the ESP32 settings.
enum RefreshEffect : uint8_t
{
EFFECT_INSTANT = 0, // column by column, left to right, as fast as possible
EFFECT_SPARKLE = 1, // the changed dots one at a time, in a scrambled order
EFFECT_WIPE = 2, // column by column, left to right
EFFECT_RAIN = 3, // row by row, top to bottom
EFFECT_CENTER = 4, // column by column, from the middle outwards
EFFECT_DIAGONAL = 5, // from the top left to the bottom right corner
EFFECT_SPIRAL = 6, // from the outside in, clockwise
// The ones below are run by BROSE9323 itself (DotSequence uses column order for them)
EFFECT_FLAP = 7, // every dot to yellow (wipe), then the new image (wipe)
EFFECT_PUSH = 8, // the new image slides in from the right, pushing the old one out
EFFECT_RANDOM = 9, // one of the effects 1-8, chosen for each frame
EFFECT_COUNT = 10,
};
// Flags for BROSE9323::setEffect()
const uint8_t EFFECT_FLAG_SMALL_ONLY = 1; // big changes (> 1/10 of the dots) are instant
// Visits every dot of a w x h display exactly once, in the order of an effect. Needs no
// buffer: the sparkle order comes from a maximal length LFSR (all states except 0, out
// of range values skipped), scrambled with a multiplication modulo the dot count.
class DotSequence
{
public:
void begin(uint8_t effect, uint8_t w, uint8_t h, uint16_t seed)
{
_effect = effect < EFFECT_COUNT ? effect : EFFECT_INSTANT;
_w = w;
_h = h;
_total = (uint16_t)w * h;
_pos = 0;
_diagonal = 0;
_left = 0;
_top = 0;
_right = w - 1;
_bottom = h - 1;
_x = 0;
_y = 0;
_direction = 0;
if (_effect != EFFECT_SPARKLE || _total == 0)
return;
uint8_t bits = 2;
while (bits < 16 && ((1UL << bits) - 1) < _total)
bits++;
// Galois LFSR feedback masks with a maximal period, for 2..16 bits
static const uint16_t masks[15] = {0x3, 0x6, 0xC, 0x14, 0x30, 0x60, 0xB8, 0x110,
0x240, 0x500, 0xE08, 0x1C80, 0x3802, 0x6000, 0xD008};
_mask = masks[bits - 2];
_period = (uint16_t)((1UL << bits) - 1);
_lfsr = seed % _period + 1; // any state except 0
// A multiplier without common factors with the total keeps the mapping 1:1
_mult = 997 % _total;
while (_mult == 0 || gcd(_mult, _total) != 1)
_mult++;
}
// The next dot; false when every dot was visited
bool next(uint8_t &x, uint8_t &y)
{
if (_effect == EFFECT_SPARKLE)
{
while (_pos < _period)
{
_pos++;
uint16_t index = _lfsr - 1;
_lfsr = (_lfsr & 1) ? (_lfsr >> 1) ^ _mask : _lfsr >> 1;
if (index < _total)
{
uint16_t p = (uint32_t)index * _mult % _total;
x = p % _w;
y = p / _w;
return true;
}
}
return false;
}
if (_pos >= _total)
return false;
if (_effect == EFFECT_DIAGONAL)
{
// Diagonal d holds the dots with x + y = d, top to bottom
while (true)
{
if (_y > (int16_t)_diagonal || _y >= _h)
{
_diagonal++;
_y = 0;
continue;
}
uint16_t dx = _diagonal - _y;
uint8_t dy = _y++;
if (dx < _w)
{
x = dx;
y = dy;
_pos++;
return true;
}
}
}
if (_effect == EFFECT_SPIRAL)
{
x = _x;
y = _y;
_pos++;
// Walk along the edge of the remaining rectangle, then make it smaller
switch (_direction)
{
case 0: // right along the top
if (_x < _right)
_x++;
else
{
_top++;
_direction = 1;
_y++;
}
break;
case 1: // down the right side
if (_y < _bottom)
_y++;
else
{
_right--;
_direction = 2;
_x--;
}
break;
case 2: // left along the bottom
if (_x > _left)
_x--;
else
{
_bottom--;
_direction = 3;
_y--;
}
break;
default: // up the left side
if (_y > _top)
_y--;
else
{
_left++;
_direction = 0;
_x++;
}
break;
}
return true;
}
uint16_t p = _pos++;
if (_effect == EFFECT_RAIN)
{
x = p % _w;
y = p / _w;
return true;
}
uint8_t column = p / _h;
y = p % _h;
if (_effect == EFFECT_CENTER)
{
uint8_t middle = _w / 2;
x = (column & 1) ? middle - (column + 1) / 2 : middle + column / 2;
}
else
x = column;
return true;
}
// Number of next() calls that return true
uint16_t total() const { return _total; }
private:
static uint16_t gcd(uint16_t a, uint16_t b)
{
while (b)
{
uint16_t t = a % b;
a = b;
b = t;
}
return a;
}
uint8_t _effect = EFFECT_INSTANT;
uint8_t _w = 0, _h = 0;
uint16_t _total = 0, _pos = 0;
uint16_t _lfsr = 1, _mask = 0, _period = 0, _mult = 1;
uint16_t _diagonal = 0; // diagonal
int16_t _left = 0, _top = 0, _right = 0, _bottom = 0; // spiral
int16_t _x = 0, _y = 0; // spiral; _y also diagonal
uint8_t _direction = 0; // spiral
};