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TripleWhy 2023-11-04 16:12:22 +01:00
parent 87b5565679
commit 0925ea6f9c

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@ -2640,6 +2640,11 @@ uint16_t mode_halloween_eyes()
switch (data.state) {
case eyeState::initializeOn: {
// initialize the eyes-on state:
// - select eye position and color
// - select a duration
// - immediately switch to eyes on state.
data.startPos = random16(0, maxWidth - eyeLength - 1);
data.color = random8();
if (strip.isMatrix) SEGMENT.offset = random16(SEGMENT.virtualHeight()-1); // a hack: reuse offset since it is not used in matrices
@ -2649,7 +2654,14 @@ uint16_t mode_halloween_eyes()
[[fallthrough]];
}
case eyeState::on: {
// eyes-on steate:
// - fade eyes in for some time
// - keep eyes on until the pre-selected duration is over
// - randomly switch to the blink (sub-)state, and initialize it with a blink duration (more precisely, a blink end time stamp)
// - never switch to the blink state if the animation just started or is about to end
uint16_t start2ndEye = data.startPos + HALLOWEEN_EYE_WIDTH + HALLOWEEN_EYE_SPACE;
// If the user reduces the input while in this state, limit the duration.
duration = min(duration, static_cast<uint16_t>(128u + (SEGMENT.intensity * 64u)));
constexpr uint32_t minimumOnTimeBegin = 1024u;
@ -2673,6 +2685,7 @@ uint16_t mode_halloween_eyes()
}
if (c != backgroundColor) {
// render eyes
for (int i = 0; i < HALLOWEEN_EYE_WIDTH; i++) {
if (strip.isMatrix) {
SEGMENT.setPixelColorXY(data.startPos + i, SEGMENT.offset, c);
@ -2686,12 +2699,19 @@ uint16_t mode_halloween_eyes()
break;
}
case eyeState::blink: {
// eyes-on but currently blinking state:
// - wait until the blink time is over, then switch back to eyes-on
if (strip.now >= data.blinkEndTime) {
data.state = eyeState::on;
}
break;
}
case eyeState::initializeOff: {
// initialize eyes-off state:
// - select a duration
// - immediately switch to eyes-off state
const uint16_t eyeOffTimeBase = SEGMENT.speed*128u;
duration = eyeOffTimeBase + random16(eyeOffTimeBase);
data.duration = duration;
@ -2699,17 +2719,23 @@ uint16_t mode_halloween_eyes()
[[fallthrough]];
}
case eyeState::off: {
// eyes-off state:
// - not much to do here
// If the user reduces the input while in this state, limit the duration.
const uint16_t eyeOffTimeBase = SEGMENT.speed*128u;
duration = min(duration, static_cast<uint16_t>(2u * eyeOffTimeBase));
break;
}
case eyeState::count: {
// Can't happen, not an actual state.
data.state = eyeState::initializeOn;
break;
}
}
if (elapsedTime > duration) {
// The current state duration is over, switch to the next state.
switch (data.state) {
case eyeState::initializeOn:
case eyeState::on: