v1.2版本改为通过xbox系列手柄进行遥控,并增加智能模式和手动模式

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#pragma once
#include "FastLED.h"
#include "fl/namespace.h"
#include "fl/str.h"
#include "fx/fx1d.h"
namespace fl {
/// @file TwinkleFox.hpp
/// @brief Twinkling "holiday" lights that fade in and out.
/// @example TwinkleFox.ino
// TwinkleFOX: Twinkling 'holiday' lights that fade in and out.
// Colors are chosen from a palette; a few palettes are provided.
//
// This December 2015 implementation improves on the December 2014 version
// in several ways:
// - smoother fading, compatible with any colors and any palettes
// - easier control of twinkle speed and twinkle density
// - supports an optional 'background color'
// - takes even less RAM: zero RAM overhead per pixel
// - illustrates a couple of interesting techniques (uh oh...)
//
// The idea behind this (new) implementation is that there's one
// basic, repeating pattern that each pixel follows like a waveform:
// The brightness rises from 0..255 and then falls back down to 0.
// The brightness at any given point in time can be determined as
// as a function of time, for example:
// brightness = sine( time ); // a sine wave of brightness over time
//
// So the way this implementation works is that every pixel follows
// the exact same wave function over time. In this particular case,
// I chose a sawtooth triangle wave (triwave8) rather than a sine wave,
// but the idea is the same: brightness = triwave8( time ).
//
// The triangle wave function is a piecewise linear function that looks like:
//
// / \\
// / \\
// / \\
// / \\
//
// Of course, if all the pixels used the exact same wave form, and
// if they all used the exact same 'clock' for their 'time base', all
// the pixels would brighten and dim at once -- which does not look
// like twinkling at all.
//
// So to achieve random-looking twinkling, each pixel is given a
// slightly different 'clock' signal. Some of the clocks run faster,
// some run slower, and each 'clock' also has a random offset from zero.
// The net result is that the 'clocks' for all the pixels are always out
// of sync from each other, producing a nice random distribution
// of twinkles.
//
// The 'clock speed adjustment' and 'time offset' for each pixel
// are generated randomly. One (normal) approach to implementing that
// would be to randomly generate the clock parameters for each pixel
// at startup, and store them in some arrays. However, that consumes
// a great deal of precious RAM, and it turns out to be totally
// unnessary! If the random number generate is 'seeded' with the
// same starting value every time, it will generate the same sequence
// of values every time. So the clock adjustment parameters for each
// pixel are 'stored' in a pseudo-random number generator! The PRNG
// is reset, and then the first numbers out of it are the clock
// adjustment parameters for the first pixel, the second numbers out
// of it are the parameters for the second pixel, and so on.
// In this way, we can 'store' a stable sequence of thousands of
// random clock adjustment parameters in literally two bytes of RAM.
//
// There's a little bit of fixed-point math involved in applying the
// clock speed adjustments, which are expressed in eighths. Each pixel's
// clock speed ranges from 8/8ths of the system clock (i.e. 1x) to
// 23/8ths of the system clock (i.e. nearly 3x).
//
// On a basic Arduino Uno or Leonardo, this code can twinkle 300+ pixels
// smoothly at over 50 updates per seond.
//
// -Mark Kriegsman, December 2015
// Adapted for FastLED 3.x in August 2023 by Marlin Unruh
// TwinkleFox effect parameters
// Overall twinkle speed.
// 0 (VERY slow) to 8 (VERY fast).
// 4, 5, and 6 are recommended, default is 4.
#define TWINKLE_SPEED 4
// Overall twinkle density.
// 0 (NONE lit) to 8 (ALL lit at once).
// Default is 5.
#define TWINKLE_DENSITY 5
// How often to change color palettes.
#define SECONDS_PER_PALETTE 30
// If AUTO_SELECT_BACKGROUND_COLOR is set to 1,
// then for any palette where the first two entries
// are the same, a dimmed version of that color will
// automatically be used as the background color.
#define AUTO_SELECT_BACKGROUND_COLOR 0
// If COOL_LIKE_INCANDESCENT is set to 1, colors will
// fade out slighted 'reddened', similar to how
// incandescent bulbs change color as they get dim down.
#define COOL_LIKE_INCANDESCENT 1
FASTLED_SMART_PTR(TwinkleFox);
class TwinkleFox : public Fx1d {
public:
CRGBPalette16 targetPalette;
CRGBPalette16 currentPalette;
TwinkleFox(uint16_t num_leds)
: Fx1d(num_leds), backgroundColor(CRGB::Black),
twinkleSpeed(TWINKLE_SPEED), twinkleDensity(TWINKLE_DENSITY),
coolLikeIncandescent(COOL_LIKE_INCANDESCENT),
autoSelectBackgroundColor(AUTO_SELECT_BACKGROUND_COLOR) {
chooseNextColorPalette(targetPalette);
}
void draw(DrawContext context) override {
EVERY_N_MILLISECONDS(10) {
nblendPaletteTowardPalette(currentPalette, targetPalette, 12);
}
drawTwinkleFox(context.leds);
}
void chooseNextColorPalette(CRGBPalette16 &pal);
fl::string fxName() const override { return "TwinkleFox"; }
private:
CRGB backgroundColor;
uint8_t twinkleSpeed;
uint8_t twinkleDensity;
bool coolLikeIncandescent;
bool autoSelectBackgroundColor;
void drawTwinkleFox(CRGB *leds) {
// "PRNG16" is the pseudorandom number generator
// It MUST be reset to the same starting value each time
// this function is called, so that the sequence of 'random'
// numbers that it generates is (paradoxically) stable.
uint16_t PRNG16 = 11337;
fl::u32 clock32 = millis();
CRGB bg = backgroundColor;
if (autoSelectBackgroundColor &&
currentPalette[0] == currentPalette[1]) {
bg = currentPalette[0];
uint8_t bglight = bg.getAverageLight();
if (bglight > 64) {
bg.nscale8_video(16);
} else if (bglight > 16) {
bg.nscale8_video(64);
} else {
bg.nscale8_video(86);
}
}
uint8_t backgroundBrightness = bg.getAverageLight();
for (uint16_t i = 0; i < mNumLeds; i++) {
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384;
uint16_t myclockoffset16 = PRNG16;
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384;
uint8_t myspeedmultiplierQ5_3 =
((((PRNG16 & 0xFF) >> 4) + (PRNG16 & 0x0F)) & 0x0F) + 0x08;
fl::u32 myclock30 =
(fl::u32)((clock32 * myspeedmultiplierQ5_3) >> 3) +
myclockoffset16;
uint8_t myunique8 = PRNG16 >> 8;
CRGB c = computeOneTwinkle(myclock30, myunique8);
uint8_t cbright = c.getAverageLight();
int16_t deltabright = cbright - backgroundBrightness;
if (deltabright >= 32 || (!bg)) {
leds[i] = c;
} else if (deltabright > 0) {
leds[i] = blend(bg, c, deltabright * 8);
} else {
leds[i] = bg;
}
}
}
CRGB computeOneTwinkle(fl::u32 ms, uint8_t salt) {
uint16_t ticks = ms >> (8 - twinkleSpeed);
uint8_t fastcycle8 = ticks;
uint16_t slowcycle16 = (ticks >> 8) + salt;
slowcycle16 += sin8(slowcycle16);
slowcycle16 = (slowcycle16 * 2053) + 1384;
uint8_t slowcycle8 = (slowcycle16 & 0xFF) + (slowcycle16 >> 8);
uint8_t bright = 0;
if (((slowcycle8 & 0x0E) / 2) < twinkleDensity) {
bright = attackDecayWave8(fastcycle8);
}
uint8_t hue = slowcycle8 - salt;
CRGB c;
if (bright > 0) {
c = ColorFromPalette(currentPalette, hue, bright, NOBLEND);
if (coolLikeIncandescent) {
coolLikeIncandescentFunction(c, fastcycle8);
}
} else {
c = CRGB::Black;
}
return c;
}
uint8_t attackDecayWave8(uint8_t i) {
if (i < 86) {
return i * 3;
} else {
i -= 86;
return 255 - (i + (i / 2));
}
}
void coolLikeIncandescentFunction(CRGB &c, uint8_t phase) {
if (phase < 128)
return;
uint8_t cooling = (phase - 128) >> 4;
c.g = qsub8(c.g, cooling);
c.b = qsub8(c.b, cooling * 2);
}
};
// Color palettes
// Color palette definitions
// A mostly red palette with green accents and white trim.
// "CRGB::Gray" is used as white to keep the brightness more uniform.
const TProgmemRGBPalette16 RedGreenWhite_p FL_PROGMEM = {
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Gray, CRGB::Gray,
CRGB::Green, CRGB::Green, CRGB::Green, CRGB::Green};
const TProgmemRGBPalette16 Holly_p FL_PROGMEM = {
0x00580c, 0x00580c, 0x00580c, 0x00580c, 0x00580c, 0x00580c,
0x00580c, 0x00580c, 0x00580c, 0x00580c, 0x00580c, 0x00580c,
0x00580c, 0x00580c, 0x00580c, 0xB00402};
const TProgmemRGBPalette16 RedWhite_p FL_PROGMEM = {
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Gray, CRGB::Gray,
CRGB::Gray, CRGB::Gray, CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Gray, CRGB::Gray, CRGB::Gray, CRGB::Gray};
const TProgmemRGBPalette16 BlueWhite_p FL_PROGMEM = {
CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue,
CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue,
CRGB::Blue, CRGB::Gray, CRGB::Gray, CRGB::Gray};
const TProgmemRGBPalette16 FairyLight_p = {
CRGB::FairyLight,
CRGB::FairyLight,
CRGB::FairyLight,
CRGB::FairyLight,
CRGB(CRGB::FairyLight).nscale8_constexpr(uint8_t(128)).as_uint32_t(),
CRGB(CRGB::FairyLight).nscale8_constexpr(uint8_t(128)).as_uint32_t(),
CRGB::FairyLight,
CRGB::FairyLight,
CRGB(CRGB::FairyLight).nscale8_constexpr(64).as_uint32_t(),
CRGB(CRGB::FairyLight).nscale8_constexpr(64).as_uint32_t(),
CRGB::FairyLight,
CRGB::FairyLight,
CRGB::FairyLight,
CRGB::FairyLight,
CRGB::FairyLight,
CRGB::FairyLight};
const TProgmemRGBPalette16 Snow_p FL_PROGMEM = {
0x304048, 0x304048, 0x304048, 0x304048, 0x304048, 0x304048,
0x304048, 0x304048, 0x304048, 0x304048, 0x304048, 0x304048,
0x304048, 0x304048, 0x304048, 0xE0F0FF};
const TProgmemRGBPalette16 RetroC9_p FL_PROGMEM = {
0xB80400, 0x902C02, 0xB80400, 0x902C02, 0x902C02, 0xB80400,
0x902C02, 0xB80400, 0x046002, 0x046002, 0x046002, 0x046002,
0x070758, 0x070758, 0x070758, 0x606820};
const TProgmemRGBPalette16 Ice_p FL_PROGMEM = {
0x0C1040, 0x0C1040, 0x0C1040, 0x0C1040, 0x0C1040, 0x0C1040,
0x0C1040, 0x0C1040, 0x0C1040, 0x0C1040, 0x0C1040, 0x0C1040,
0x182080, 0x182080, 0x182080, 0x5080C0};
// Add or remove palette names from this list to control which color
// palettes are used, and in what order.
const TProgmemRGBPalette16 *ActivePaletteList[] = {
&RetroC9_p, &BlueWhite_p, &RainbowColors_p, &FairyLight_p,
&RedGreenWhite_p, &PartyColors_p, &RedWhite_p, &Snow_p,
&Holly_p, &Ice_p};
void TwinkleFox::chooseNextColorPalette(CRGBPalette16 &pal) {
const uint8_t numberOfPalettes =
sizeof(ActivePaletteList) / sizeof(ActivePaletteList[0]);
static uint8_t whichPalette = -1;
whichPalette = addmod8(whichPalette, 1, numberOfPalettes);
pal = *(ActivePaletteList[whichPalette]);
}
} // namespace fl