Printing out what hues are being displayed
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@ -398,6 +398,8 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
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blumen_lumen_state* BLState = (blumen_lumen_state*)UserData.Memory;
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BLState->ShouldUpdateLog = false;
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gs_string DebugStr = PushString(State->Transient, 256);
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bool SendMotorCommand = false;
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blumen_packet MotorCommand = {};
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@ -415,8 +417,12 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
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u32 NameLen = CStringLength(Mic.AnimationFileName);
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phrase_hue NewHue = PhraseHueMap_Get(BLState->PhraseHueMap, NameHash);
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if (BLState->NextHotHue.Phrase.Length < NewHue.Phrase.Length)
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if (NewHue.Phrase.Length > 0 && BLState->NextHotHue.Phrase.Length < NewHue.Phrase.Length)
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{
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PrintF(&DebugStr, "Queuing: %S\n", NewHue.Phrase);
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NullTerminate(&DebugStr);
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OutputDebugString(DebugStr.Str);
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BLState->NextHotHue = NewHue;
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if (SecondsElapsed(BLState->TimePhraseReceptionBegan,
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Context->SystemTime_Current) > PhrasePriorityMessageGroupingTime)
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@ -484,6 +490,12 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context)
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// if we are in standard color mode, shift all flowers to the new color
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// otherwise, only shift the next flower in the sequence to the new color
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phrase_hue NewHue = BLState->NextHotHue;
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PrintF(&DebugStr, "Switching To: %S\n", NewHue.Phrase);
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NullTerminate(&DebugStr);
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OutputDebugString(DebugStr.Str);
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if (BLState->PatternMode == BlumenPattern_Standard)
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{
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BLState->AssemblyColors[0] = NewHue;
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@ -778,6 +790,16 @@ US_CUSTOM_DEBUG_UI(BlumenLumen_DebugUI)
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}
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BLState->DEBUG_IgnoreWeatherDimmingLeds = ui_LabeledToggle(I, MakeString("Ignore Weather Dimming Leds"), BLState->DEBUG_IgnoreWeatherDimmingLeds);
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ui_Label(I, MakeString("Set Internal Motor State:"));
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if (ui_Button(I, MakeString("Closed")))
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{
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}
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if (ui_Button(I, MakeString("Open")))
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{
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}
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}
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}
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