Beispiel #1
0
void Prime::render(uint8_t& r, uint8_t& g, uint8_t& b) {
  switch (pattern) {
    case PRIME_STROBE:
      _strobe(this, 10, 16);
      break;
    case PRIME_HYPER:
      _strobe(this, 34, 34);
      break;
    case PRIME_DOPS:
      _strobe(this, 3, 20);
      break;
    case PRIME_STROBIE:
      _strobe(this, 6, 46);
      break;
    case PRIME_PULSE:
      _pulse(this, 200, 50);
      break;
    case PRIME_SEIZURE:
      _strobe(this, 10, 190);
      break;
    case PRIME_TRACER:
      _tracer(this, 6, 46);
      break;
    case PRIME_DASHDOPS:
      _dashdops(this, 22, 3, 20, 7);
      break;
    case PRIME_BLINKE:
      _blinke(this, 10, 100);
      break;
    case PRIME_EDGE:
      _edge(this, 4, 16, 40);
      break;
    case PRIME_LEGO:
      _lego(this, 16);
      break;
    case PRIME_CHASE:
      _chase(this, 100, 20, 5);
      break;
    case PRIME_MORPH:
      _morph(this, 34, 34, 4);
      break;
    case PRIME_RIBBON:
      _strobe(this, 22, 0);
      break;
    case PRIME_COMET:
      _comet(this, 30, 16, 2);
      break;
    case PRIME_CANDY:
      _candy(this, 10, 16, 3, 8);
      break;
    default:
      break;
  }
  tick++;
  r = _r; g = _g; b = _b;
}
Beispiel #2
0
/**
 * write a byte using 4 bit interface
 *
 * @param LcdData_t* lcd handler structure address
 * @param u8 byte to send to LCD
 * @return none
 *
 */
static void _write4bits(LcdData_t *lcd, u8 value)
{
    _buswrite(lcd, value);
    _strobe(lcd, value);
}