Files
Momentum-Firmware/applications/external/wii_ec_anal/wii_anal_lcd.c
2023-03-17 22:50:23 +00:00

283 lines
10 KiB
C

#include "wii_anal.h"
#include "gfx/images.h" // Images
//----------------------------------------------------------------------------- ----------------------------------------
// A couple of monospaced hex fonts
//
const image_t* img_6x8[16] = {
&img_6x8_0,
&img_6x8_1,
&img_6x8_2,
&img_6x8_3,
&img_6x8_4,
&img_6x8_5,
&img_6x8_6,
&img_6x8_7,
&img_6x8_8,
&img_6x8_9,
&img_6x8_A,
&img_6x8_B,
&img_6x8_C,
&img_6x8_D,
&img_6x8_E,
&img_6x8_F,
};
const image_t* img_5x7[16] = {
&img_5x7_0,
&img_5x7_1,
&img_5x7_2,
&img_5x7_3,
&img_5x7_4,
&img_5x7_5,
&img_5x7_6,
&img_5x7_7,
&img_5x7_8,
&img_5x7_9,
&img_5x7_A,
&img_5x7_B,
&img_5x7_C,
&img_5x7_D,
&img_5x7_E,
&img_5x7_F,
};
//+============================================================================ ========================================
// void backlightOn (void)
// {
// // Acquire a handle for the system notification queue
// // Do this ONCE ... at plugin startup
// NotificationApp* notifications = furi_record_open(RECORD_NOTIFICATION);
//
// // Pat the backlight watchdog
// // Send the (predefined) message sequence {backlight_on, end}
// // --> applications/notification/*.c
// notification_message(notifications, &sequence_display_backlight_on);
//
// // Release the handle for the system notification queue
// // Do this ONCE ... at plugin quit
// furi_record_close(RECORD_NOTIFICATION);
// }
void patBacklight(state_t* state) {
notification_message(state->notify, &sequence_display_backlight_on);
}
//============================================================================= ========================================
// Show a hex number in an inverted box (for ananlogue readings)
//
void showHex(
Canvas* const canvas,
uint8_t x,
uint8_t y,
const uint32_t val,
const uint8_t cnt,
const int b) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, x++, y++, 1 + (cnt * (6 + 1)), 10);
// thicken border
if(b == 2) canvas_draw_frame(canvas, x - 2, y - 2, 1 + (cnt * (6 + 1)) + 2, 10 + 2);
for(int i = (cnt - 1) * 4; i >= 0; i -= 4, x += 6 + 1)
show(canvas, x, y, img_6x8[(val >> i) & 0xF], SHOW_SET_WHT);
}
//============================================================================= ========================================
// Show the up/down "peak hold" controls in the bottom right
//
void showPeakHold(state_t* const state, Canvas* const canvas, const int hold) {
switch(hold) {
case 0:
show(canvas, 119, 51, &img_key_U, SHOW_CLR_BLK);
show(canvas, 119, 56, &img_key_D, SHOW_CLR_BLK);
break;
case +1:
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 120, 52, 7, 6);
show(canvas, 119, 51, &img_key_U, SHOW_CLR_WHT);
show(canvas, 119, 56, &img_key_D, SHOW_CLR_BLK);
break;
case -1:
show(canvas, 119, 51, &img_key_U, SHOW_CLR_BLK);
canvas_draw_box(canvas, 120, 57, 7, 6);
show(canvas, 119, 56, &img_key_D, SHOW_CLR_WHT);
break;
default:
break;
}
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 119, 51, 9, 13);
// calibration indicator
show(
canvas,
108,
55,
((state->calib & CAL_RANGE) && (++state->flash & 8)) ? &img_key_OKi : &img_key_OK,
SHOW_SET_BLK);
}
//============================================================================= ========================================
// This code performs a FULL calibration on the device EVERY time it draws a joystick
//...This is NOT a good way forward for anything other than a test tool.
//
// Realistically you would do all the maths when the controller is connected
// or, if you prefer (and it IS a good thing), have a "calibrate controller" menu option
// ...and then just use a lookup table, or trivial formual
//
// THIS algorithm chops the joystick in to one of 9 zones
// Eg. {FullLeft, Left3, Left2, Left1, Middle, Right1, Right2, Right3, FullRight}
// FullLeft and FullRight have a deadzone of N [qv. xDead] ..a total of N+1 positions
// Middle has a deadzone of N EACH WAY ...a total of 2N+1 positions
//
// If the remaining range does not divide evenly in to three zones,
// the first remainder is added to zone3,
// and the second remainder (if there is one) is added to zone2
// ...giving finer control near the centre of the joystick
//
// The value of the deadzone is based on the number of bits in the
// joystcik {x,y} values - the larger the range, the larger the deadzone.
//
// 03 15 29
// |<<| Calibration points |==| |>>|
// 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
// |---| |________________________| |------| |______________________________| |---|
// |r=2| | range = 9 | | r=3 | | range = 11 | |r=2|
// Zones: |-4 | |-3 |-2 |-1 | |0 | |+1 |+2 |+3 | |+4 |
//
// This is not "the right way to do it" ...this is "one way to do it"
// Consider you application, and what the user is trying to achieve
// Aim a gun - probably need to be more accurate
// Turn and object - this is probably good enough
// Start slowly & pick up speed - how about a log or sine curve?
//
void showJoy(
Canvas* const canvas,
const uint8_t x,
const uint8_t y, // x,y is the CENTRE of the Joystick
const uint8_t xMin,
const uint8_t xMid,
const uint8_t xMax,
const uint8_t yMin,
const uint8_t yMid,
const uint8_t yMax,
const uint8_t xPos,
const uint8_t yPos,
const uint8_t bits) {
int xOff = 0; // final offset of joystick hat image
int yOff = 0;
int xDead = (bits < 7) ? (1 << 0) : (1 << 3); // dead zone (centre & limits)
int yDead = xDead;
// This code is NOT optimised ...and it's still barely readable!
if((xPos >= (xMid - xDead)) && (xPos <= (xMid + xDead)))
xOff = 0; // centre [most likely]
else if(xPos <= (xMin + xDead))
xOff = -4; // full left
else if(xPos >= (xMax - xDead))
xOff = +4; // full right
else if(xPos < (xMid - xDead)) { // part left
// very much hard-coded for 3 interim positions
int lo = (xMin + xDead) + 1; // lowest position
int hi = (xMid - xDead) - 1; // highest position
// this is the only duplicated bit of code
int range = (hi - lo) + 1; // range covered
int div = range / 3; // each division (base amount, eg. 17/3==5)
int rem = range - (div * 3); // remainder (ie. range%3)
// int hi1 = hi; // lowest value for zone #-1
// int lo1 = hi1 -div +1; // highest value for zone #-1
// int hi2 = lo1 -1; // lowest value for zone #-2
// int lo2 = hi2 -div +1 -(rem==2); // highest value for zone #-2 expand out remainder
// int hi3 = lo2 -1; // lowest value for zone #-3
// int lo3 = hi3 -div +1 -(rem>=1); // highest value for zone #-3 expand out remainder
int lo1 = hi - div + 1; // (in brevity)
int hi3 = hi - div - div - (rem == 2); // ...
if(xPos <= hi3)
xOff = -3; // zone #-3
else if(xPos >= lo1)
xOff = -1; // zone #-1
else
xOff = -2; // zone #-2
} else /*if (xPos > (xMid +xDead))*/ { // part right
// very much hard-coded for 3 interim positions
int lo = (xMid + xDead) + 1; // lowest position
int hi = (xMax - xDead) - 1; // highest position
int range = (hi - lo) + 1; // range covered
int div = range / 3; // each division (base amount, eg. 17/3==5)
int rem = range - (div * 3); // remainder (ie. range%3)
// int lo1 = lo; // lowest value for zone #+1
// int hi1 = lo +div -1; // highest value for zone #+1
// int lo2 = hi1 +1; // lowest value for zone #+2
// int hi2 = lo2 +div -1 +(rem==2); // highest value for zone #+2 expand out remainder
// int lo3 = hi2 +1; // lowest value for zone #+3
// int hi3 = lo3 +div -1 +(rem>=1); // highest value for zone #+3 expand out remainder
int hi1 = lo + div - 1; // (in brevity)
int lo3 = lo + div + div + (rem == 2); // ...
if(xPos <= hi1)
xOff = 1; // zone #1
else if(xPos >= lo3)
xOff = 3; // zone #3
else
xOff = 2; // zone #2
}
// All this to print a 3x3 square (in the right place) - LOL!
if((yPos >= (yMid - yDead)) && (yPos <= (yMid + yDead)))
yOff = 0; // centre [most likely]
else if(yPos <= (yMin + yDead))
yOff = +4; // full down
else if(yPos >= (yMax - yDead))
yOff = -4; // full up
else if(yPos < (yMid - yDead)) { // part down
int lo = (yMin + yDead) + 1; // lowest position
int hi = (yMid - yDead) - 1; // highest position
int range = (hi - lo) + 1; // range covered
int div = range / 3; // each division (base amount, eg. 17/3==5)
int rem = range - (div * 3); // remainder (ie. range%3)
int lo1 = hi - div + 1; // (in brevity)
int hi3 = hi - div - div - (rem == 2); // ...
if(yPos <= hi3)
yOff = +3; // zone #3
else if(yPos >= lo1)
yOff = +1; // zone #1
else
yOff = +2; // zone #2
} else /*if (yPos > (yMid +yDead))*/ { // part up
int lo = (yMid + yDead) + 1; // lowest position
int hi = (yMax - yDead) - 1; // highest position
int range = (hi - lo) + 1; // range covered
int div = range / 3; // each division (base amount, eg. 17/3==5)
int rem = range - (div * 3); // remainder (ie. range%3)
int hi1 = lo + div - 1; // (in brevity)
int lo3 = lo + div + div + (rem == 2); // ...
if(yPos <= hi1)
yOff = -1; // zone #-1
else if(yPos >= lo3)
yOff = -3; // zone #-3
else
yOff = -2; // zone #-2
}
show(canvas, x - (img_cc_Joy.w / 2), y - (img_cc_Joy.h / 2), &img_cc_Joy, SHOW_SET_BLK);
// All ^that^ for v-this-v - LOL!!
canvas_draw_box(canvas, (x - 1) + xOff, (y - 1) + yOff, 3, 3);
}