This commit is contained in:
2023-06-12 17:39:07 +02:00
parent 59f91e2f6b
commit 9854e0c0a8
45 changed files with 4708 additions and 400 deletions

196
lib/src/keyboard/lights.rs Normal file
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use core::cmp::min;
use atomic_polyfill::Ordering;
use embassy_futures::yield_now;
use embassy_time::{Duration, Instant, Timer};
use futures::{select_biased, FutureExt};
use tgnt::button::Button;
use crate::{rgb::Rgb, util::wheel};
use super::{Event, EventKind, KbEvents, State, SWITCH_COUNT};
/// Duration until the keyboard starts the idle animation
const UNTIL_IDLE: Duration = Duration::from_secs(30);
///// Duration from idle until the keyboard goes to sleep
//const UNTIL_SLEEP: Duration = Duration::from_secs(10);
const IDLE_ANIMATION_SPEED: u64 = 3;
const IDLE_ANIMATION_KEY_OFFSET: u64 = 10;
const IDLE_BRIGHTNESS_RAMPUP: Duration = Duration::from_secs(120);
const MAX_IDLE_BRIGHTESS: f32 = 1.0;
const MIN_IDLE_BRIGHTESS: f32 = 0.05;
#[derive(Clone, Copy)]
enum LightState {
Solid(Rgb),
SolidThenFade {
color: Rgb,
solid_until: Instant,
fade_by: f32,
},
FadeBy(f32),
None,
}
#[embassy_executor::task]
pub(super) async fn task(mut events: KbEvents, state: &'static State) {
let mut lights: [LightState; SWITCH_COUNT] = [LightState::None; SWITCH_COUNT];
let mut next_frame = Instant::now();
let mut idle_at = Instant::now() + UNTIL_IDLE;
loop {
select_biased! {
event = events.recv().fuse() => {
handle_event(event, state, &mut lights).await;
idle_at = Instant::now() + UNTIL_IDLE;
}
_ = Timer::at(next_frame).fuse() => {
tick(state, &mut lights).await;
next_frame = Instant::now() + Duration::from_millis(16);
}
_ = Timer::at(idle_at).fuse() => {
select_biased! {
event = events.recv().fuse() => {
state.lights.update(|lights| {
lights.iter_mut().for_each(|rgb| *rgb = Rgb::new(0, 0, 0));
}).await;
handle_event(event, state, &mut lights).await;
idle_at = Instant::now() + UNTIL_IDLE;
}
_ = idle_animation(state).fuse() => {}
}
}
}
}
}
async fn tick(state: &'static State, lights: &mut [LightState; SWITCH_COUNT]) {
let now = Instant::now();
state
.lights
.update(|rgbs| {
for (button, light) in lights.iter_mut().enumerate() {
let Some(&led_id) = state.led_map.get(button) else { continue; };
let Some(rgb) = rgbs.get_mut(led_id) else { continue; };
match &*light {
LightState::None => {}
LightState::FadeBy(fade) => {
let [r, g, b] = rgb
.components()
.map(|c| ((c as f32) * fade.clamp(0.0, 1.0)) as u8);
*rgb = Rgb::new(r, g, b);
if *rgb == Rgb::new(0, 0, 0) {
*light = LightState::None;
}
}
&LightState::Solid(color) => *rgb = color,
&LightState::SolidThenFade {
color,
solid_until,
fade_by,
} => {
*rgb = color;
if now >= solid_until {
*light = LightState::FadeBy(fade_by);
}
}
}
}
})
.await;
}
async fn idle_animation(state: &'static State) {
for tick in 0.. {
const FRAMETIME: Duration = Duration::from_millis(16);
state
.lights
.update(|lights| {
const N_MAX: u64 = IDLE_BRIGHTNESS_RAMPUP.as_millis() / FRAMETIME.as_millis();
let brightness = if tick >= N_MAX {
MAX_IDLE_BRIGHTESS
} else {
((tick as f32) / N_MAX as f32).clamp(MIN_IDLE_BRIGHTESS, MAX_IDLE_BRIGHTESS)
};
for (n, &i) in state.led_map.iter().enumerate() {
let Some(light) = lights.get_mut(i) else { continue };
let [r, g, b] = wheel(
(n as u64 * IDLE_ANIMATION_KEY_OFFSET + tick * IDLE_ANIMATION_SPEED) as u8,
)
.components();
let rgb = Rgb::new(
((r as f32) * brightness) as u8,
((g as f32) * brightness) as u8,
((b as f32) * brightness) as u8,
);
*light = rgb;
}
})
.await;
Timer::after(FRAMETIME).await;
}
}
async fn handle_event(
event: Event,
state: &'static State,
lights: &mut [LightState; SWITCH_COUNT],
) {
let rgb = match event.kind {
EventKind::Press { button } => match button {
Button::Key(..) => LightState::Solid(Rgb::new(0, 150, 0)),
Button::Mod(..) => LightState::Solid(Rgb::new(0, 0, 150)),
Button::ModTap(..) => LightState::Solid(Rgb::new(0, 0, 150)),
Button::Compose(..) => LightState::Solid(Rgb::new(0, 100, 100)),
Button::NextLayer | Button::PrevLayer => {
yield_now().await; // dirty hack to make sure layer_switch_task gets to run first
let layer = state.current_layer.load(Ordering::Relaxed);
let layer = min(layer, state.layers.len().saturating_sub(1) as u16);
let buttons_to_light_up = if state.layers.len() <= 3 {
match layer {
0 => [0, 1, 2, 3, 4].as_ref(),
1 => &[5, 6, 7, 8, 9],
2 => &[10, 11, 12, 13, 14],
_ => &[],
}
} else {
match layer {
0 => [0, 5, 10].as_ref(),
1 => &[1, 6, 11],
2 => &[2, 7, 12],
3 => &[3, 8, 13],
4 => &[4, 9, 14],
_ => &[],
}
};
let solid_until = Instant::now() + Duration::from_millis(200);
for &button in buttons_to_light_up {
let Some(light) = lights.get_mut(button) else { continue; };
*light = LightState::SolidThenFade {
color: Rgb::new(120, 0, 120),
solid_until,
fade_by: 0.85,
}
}
LightState::Solid(Rgb::new(100, 0, 100))
}
_ => LightState::Solid(Rgb::new(150, 0, 0)),
},
EventKind::Release { .. } => LightState::FadeBy(0.85),
};
if event.source != state.half {
return;
}
let Some(light) = lights.get_mut(event.source_button) else { return; };
*light = rgb;
}