void main() { loader.init(); config1.append(slot, grp1); config2.append(slot, grp2); Events::cubeConnect.set(onConnect); for(CubeID cid : CubeSet::connected()) { init(cid); } TimeDelta time(0.f); for(;;) { System::keepAwake(); auto startTime = SystemTime::now(); loader.start(config1); for(CubeID cid : CubeSet::connected()) { String<32> s; s << FixedFP(time.seconds(), 3, 3) << "s"; g[cid].bg0rom.fill(vec(0,0), vec(16,16), BG0ROMDrawable::SOLID_BG); g[cid].bg0rom.text(vec(1,1), s.c_str(), BG0ROMDrawable::BLUE); g[cid].bg0rom.text(vec(1,14), "Loading GRP1", BG0ROMDrawable::BLUE); } while(!loader.isComplete()) { for(CubeID cid : CubeSet::connected()) { g[cid].bg0rom.hBargraph(vec(0, 4), loader.cubeProgress(cid, 128), BG0ROMDrawable::ORANGE, 8); } System::paint(); } loader.finish(); time = SystemTime::now() - startTime; startTime = SystemTime::now(); loader.start(config2); for(CubeID cid : CubeSet::connected()) { String<32> s; s << FixedFP(time.seconds(), 3, 3) << "s"; g[cid].bg0rom.fill(vec(0,0), vec(16,16), BG0ROMDrawable::SOLID_BG); g[cid].bg0rom.text(vec(1,1), s.c_str(), BG0ROMDrawable::BLUE); g[cid].bg0rom.text(vec(1,14), "Loading GRP2", BG0ROMDrawable::BLUE); } while(!loader.isComplete()) { for(CubeID cid : CubeSet::connected()) { g[cid].bg0rom.hBargraph(vec(0, 4), loader.cubeProgress(cid, 128), BG0ROMDrawable::ORANGE, 8); } System::paint(); } loader.finish(); time = SystemTime::now() - startTime; startTime = SystemTime::now(); } }
static void paintWrapper() { // clear the palette newCubes.clear(); lostCubes.clear(); reconnectedCubes.clear(); dirtyCubes.clear(); // fire events System::paint(); // dynamically load assets just-in-time if (!(newCubes | reconnectedCubes).empty()) { loader.start(config); while(!loader.isComplete()) { for(CubeID cid : (newCubes | reconnectedCubes)) { vbuf[cid].bg0rom.hBargraph( vec(0, 4), loader.cubeProgress(cid, 128), BG0ROMDrawable::ORANGE, 8 ); } // fire events while we wait System::paint(); } loader.finish(); } // repaint cubes for(CubeID cid : dirtyCubes) { activateCube(cid, taskCubes[cid].task); } // also, handle lost cubes, if you so desire :) }
static void paintWrapper() { // clear the palette newCubes.clear(); lostCubes.clear(); reconnectedCubes.clear(); dirtyCubes.clear(); if(previousLearningTask != currentLearningTask){ previousLearningTask++; } // fire events System::paint(); // dynamically load assets just-in-time if (!(newCubes | reconnectedCubes).empty()) { AudioTracker::pause(); playSfx(SfxConnect); loader.start(config); while(!loader.isComplete()) { for(CubeID cid : (newCubes | reconnectedCubes)) { vbuf[cid].bg0rom.hBargraph( vec(0, 4), loader.cubeProgress(cid, 128), BG0ROMDrawable::ORANGE, 8 ); } // fire events while we wait System::paint(); } loader.finish(); AudioTracker::resume(); } // // repaint cubes (will this paint right? If not, try repainting all of them) // for(CubeID cid : dirtyCubes) { // activateCube(cid); // } //If the shaken timer flag is too old, turn it off again here. if(distractTime.isValid() && (currentLearningTask==2)) { TimeDelta timeSinceShook = SystemTime::now() - distractTime; double duration = timeSinceShook.milliseconds() / 1000; if((duration > 11) && isDistracted) { currentBackgrounds[2] = 3; currentBackgrounds[1] = 1; isDistracted = false; } } //update art to new task int j = 0; for(CubeID cid : CubeSet::connected()) { vbuf[cid].attach(cid); activateCube(cid); cbs [j] = cid; j++; } // also, handle lost cubes, if you so desire :) }