fixed bug with anim effect disable not showing button toggles
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28d2959a9c
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c7e51cde95
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@ -223,7 +223,7 @@ void initSevSegDisplay()
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void loop()
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{
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//animation draw tick
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if (animationEnabled && animationPlaying && millis() > (animationLastFrameMillis + animationFrameDelayMillis))
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if (animationEnabled && animationPlaying && (millis() > (animationLastFrameMillis + animationFrameDelayMillis)))
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{
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drawAnimation(animationLooping);
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animationLastFrameMillis = millis();
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@ -464,6 +464,13 @@ MemSlot* getMemorySlot(String memSlotName)
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void sendInputOuput(int input)
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{
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int numberOfModes = sizeof(modes)/(sizeof(Action)*15);
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int currentMode = (getMemorySlot("prst")->value) % numberOfModes;
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//Hardware inputs ordered from the bottom left = 1 to the top right = 12 on the switch matrix,
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Action actionToRun = modes[currentMode][input-1]; //getting the virtual inputs from the modes array.
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//Inputs uids starts with 1, so input - 1 to get the index 0 of the array
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String inputName = "bt";
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inputName += input;
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MemSlot* buttonInputMem = getMemorySlot(inputName);
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@ -488,17 +495,10 @@ void sendInputOuput(int input)
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buttonsVirtualState[input-1] = false;
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}
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}
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clickKey(actionToRun.keyID, actionToRun.keyModifierID);
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}
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lastInputMillis = millis();
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int numberOfModes = sizeof(modes)/(sizeof(Action)*15);
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int currentMode = (getMemorySlot("prst")->value) % numberOfModes;
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//Hardware inputs ordered from the bottom left = 1 to the top right = 12 on the switch matrix,
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Action actionToRun = modes[currentMode][input-1]; //getting the virtual inputs from the modes array.
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//Inputs uids starts with 1, so input - 1 to get the index 0 of the array
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if (actionToRun.keyID == -1) //menu input, input mapping can be changed in modeAction.h
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{
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if (isInMenu)
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@ -526,11 +526,8 @@ void sendInputOuput(int input)
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{
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menuEnter();
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}
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else
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{
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clickKey(actionToRun.keyID, actionToRun.keyModifierID);
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}
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lastInputMillis = millis();
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}
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void clickKey(int key, int modifier)
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@ -543,11 +540,14 @@ void clickKey(int key, int modifier)
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}
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void playAnimation(int animID)
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{
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if (animationEnabled)
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{
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currentAnimationID = animID;
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animationFrame = 0;
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animationPlaying = true;
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}
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}
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void drawAnimation(bool looping)
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{
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