Files
tactility/Tactility/Source/service/displayidle/MatrixRainScreensaver.h
T
Shadowtrance c05d46a28c Screensavers (#462)
Adds screensavers in addition to the backlight idle off. 
More info in screensavers.md

<!-- This is an auto-generated comment: release notes by coderabbit.ai -->
## Summary by CodeRabbit

* **New Features**
  * Added a screensaver system with multiple styles (Bouncing Balls, Mystify, Matrix Rain) and a common screensaver interface; auto-starts after inactivity, dismisses on interaction, and supports auto-off/backlight behavior.
  * New Display setting and UI dropdown to choose and persist the screensaver.

* **Documentation**
  * Added comprehensive screensaver docs covering usage, extension, and configuration.

* **Chores**
  * Registered the display-idle service.

* **Bug Fixes**
  * Updated LVGL API calls to match renamed functions.

<sub>✏️ Tip: You can customize this high-level summary in your review settings.</sub>
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2026-01-27 17:21:16 +01:00

87 lines
2.9 KiB
C++

#pragma once
#ifdef ESP_PLATFORM
#include "Screensaver.h"
#include <array>
#include <vector>
#include <cstdint>
namespace tt::service::displayidle {
class MatrixRainScreensaver final : public Screensaver {
public:
MatrixRainScreensaver() = default;
MatrixRainScreensaver(const MatrixRainScreensaver&) = delete;
MatrixRainScreensaver& operator=(const MatrixRainScreensaver&) = delete;
MatrixRainScreensaver(MatrixRainScreensaver&&) = delete;
MatrixRainScreensaver& operator=(MatrixRainScreensaver&&) = delete;
static constexpr int CHAR_WIDTH = 12;
static constexpr int CHAR_HEIGHT = 16;
static constexpr int MIN_TRAIL_LENGTH = 8;
static constexpr int MAX_TRAIL_LENGTH = 20;
static constexpr int MAX_ACTIVE_DROPS = 16;
static constexpr int MIN_TICK_DELAY = 2; // Fastest: advance every 2 frames
static constexpr int MAX_TICK_DELAY = 5; // Slowest: advance every 5 frames
static constexpr int GLOW_OFFSET = 2;
~MatrixRainScreensaver() override = default;
void start(lv_obj_t* overlay, lv_coord_t screenW, lv_coord_t screenH) override;
void stop() override;
void update(lv_coord_t screenW, lv_coord_t screenH) override;
private:
// A single character cell in the rain
struct RainChar {
lv_obj_t* label = nullptr;
lv_obj_t* glowLabel = nullptr;
char ch = ' ';
};
// A raindrop - now uses integer row positions (terminal-style grid)
struct Raindrop {
int headRow = 0; // Current head row position (grid-based)
int column = 0; // Column index
int trailLength = 10;
int tickDelay = 3; // Frames between row advances
int tickCounter = 0; // Current tick count
std::vector<RainChar> chars;
bool active = false;
};
std::vector<Raindrop> drops_;
std::vector<int> availableColumns_;
lv_obj_t* overlay_ = nullptr;
lv_coord_t screenW_ = 0;
lv_coord_t screenH_ = 0;
int numColumns_ = 0;
int numRows_ = 0;
int globalFlickerCounter_ = 0;
// Six-color gradient palette
static constexpr std::array<uint32_t, 6> COLOR_GRADIENT = {
0xAAFFDD, // 0: Bright cyan-white (head)
0x00FF66, // 1: Bright green
0x00DD44, // 2: Medium-bright green
0x00AA33, // 3: Medium green
0x006622, // 4: Dim green
0x003311, // 5: Dark green (tail end)
};
static constexpr uint32_t COLOR_GLOW = 0x002208;
void initRaindrop(Raindrop& drop, int column);
void resetRaindrop(Raindrop& drop);
void updateRaindropDisplay(Raindrop& drop);
void flickerRandomChars();
void createRainCharLabels(RainChar& rc, int trailIndex, int trailLength);
lv_color_t getTrailColor(int index, int trailLength) const;
static char randomChar();
int getRandomAvailableColumn();
void releaseColumn(int column);
};
} // namespace tt::service::displayidle
#endif // ESP_PLATFORM