Lumenarium/foldhaus_channel.h

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2019-07-19 20:56:21 +00:00
#if 0 // USAGE CODE
{
channel* FirstChannel = AddChannel(State, State->Channels);
channel* ActiveChannel = GetChannelAtIndex(State->Channels, ActiveIndex);
AddPattern(State, ActiveChannel, PatternSpec);
patterns_need_update UpdatePatternsList = UdpateAllChannels(ChannelSystem, State->Transient);
for (s32 i = 0; i < UpdatePatternsList.Count; i++)
{
UpdateActivePatterns(State, Patterns, UpdatePatternsList.PatternIDs[i]);
}
pattern* Pattern = ...;
DeletePattern(State, Pattern);
RemoveChannel(FirstChannel, State->Channels);
RemoveChannel(2, State->Channels);
}
#endif
struct pattern_transition
{
r32 Duration;
r32 TimeElapsed;
};
enum channel_blend_mode
{
ChannelBlend_Invalid,
ChannelBlend_Override,
ChannelBlend_Add,
ChannelBlend_Multiply,
ChannelBlend_Count,
};
char* METAChannelBlendModeNames[] = {
"Invalid", //ChannelBlend_Invalid
"Override", //ChannelBlend_Override
"Add", // ChannelBlend_Add
"Multiply", //ChannelBlend_Multiply
"Count", //ChannelBlend_Count
};
global_variable s32 ChannelIDAccumulator;
// TODO(Peter): This number is gonna have to get bigger
#define CHANNEL_MAX_PATTERNS 8
struct led_channel
{
s32 ChannelID;
pattern_index_id_key* Patterns;
// TODO(Peter): Rename this once we get patterns in their own system. All patterns in this
// list are active. ATM this is just here for legacy reasons.
s32 ActivePatterns;
// TODO(Peter): and this should probably be CurrentPatternIndex, or HotPatternIndex
s32 ActivePatternIndex;
// TODO(Peter): extend this to be able to have different kinds of transitions
// including, most importantly, being able to fade between patterns
pattern_transition Transition;
channel_blend_mode BlendMode;
led_channel* Next;
};
struct led_channel_system
{
led_channel* Channels;
s32 ChannelCount;
// TODO(Peter): think about ways this can give back to the main pool
// Like, if we just stay within initial storage, no problem. But if we grow really big,
// then shrink really small, we should probably give some of it back to the main app.
// maybe by keeping track of FreeList size...
// TODO(Peter): Also need to think about how memory_arenas get bigger...
memory_arena Storage;
led_channel* FreeList;
};
struct pattern_update_list_entry
{
pattern_index_id_key Key;
pattern_push_color_proc* PushColorProc;
};
struct patterns_update_list
{
pattern_update_list_entry* Patterns;
s32 Size;
s32 Used;
patterns_update_list* Next;
};