Add callback function for emulator drawing
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@ -413,6 +413,10 @@ static DECLARE_THREAD_FUNCTION(visualizerThread, arg) {
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#ifdef LED_ENABLE
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#ifdef LED_ENABLE
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gdispGFlush(LED_DISPLAY);
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gdispGFlush(LED_DISPLAY);
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#endif
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#endif
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#if EMULATOR
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draw_emulator();
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#endif
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// The animation can enable the visualizer
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// The animation can enable the visualizer
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// And we might need to update the state when that happens
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// And we might need to update the state when that happens
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// so don't sleep
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// so don't sleep
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@ -50,6 +50,11 @@ void visualizer_resume(void);
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GDisplay* get_lcd_display(void);
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GDisplay* get_lcd_display(void);
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GDisplay* get_led_display(void);
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GDisplay* get_led_display(void);
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// For emulator builds, this function need to be implemented
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#if EMULATOR
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void draw_emulator(void);
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#endif
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// If you need support for more than 16 keyframes per animation, you can change this
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// If you need support for more than 16 keyframes per animation, you can change this
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#define MAX_VISUALIZER_KEY_FRAMES 16
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#define MAX_VISUALIZER_KEY_FRAMES 16
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@ -134,7 +139,7 @@ bool keyframe_enable_lcd_and_backlight(keyframe_animation_t* animation, visualiz
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// directly from the initalize_user_visualizer function (the animation can be null)
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// directly from the initalize_user_visualizer function (the animation can be null)
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bool enable_visualization(keyframe_animation_t* animation, visualizer_state_t* state);
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bool enable_visualization(keyframe_animation_t* animation, visualizer_state_t* state);
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// These two functions have to be implemented by the user
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// These functions have to be implemented by the user
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void initialize_user_visualizer(visualizer_state_t* state);
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void initialize_user_visualizer(visualizer_state_t* state);
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void update_user_visualizer_state(visualizer_state_t* state);
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void update_user_visualizer_state(visualizer_state_t* state);
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void user_visualizer_suspend(visualizer_state_t* state);
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void user_visualizer_suspend(visualizer_state_t* state);
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