Completed the board manager rewrite

This commit is contained in:
2024-08-22 21:07:32 -04:00
parent 48f83eee38
commit 3e4f0124db
17 changed files with 666 additions and 408 deletions

View File

@@ -0,0 +1,102 @@
#pragma once
#include "Board.h"
#include "BoardDriver.h"
#include "Vector3D.h"
template <V3D &BOARD_DIMS>
class BoardManager{
public:
BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver):
driver(boardDriver){};
~BoardManager() = default;
void Init();
void Update();
void SetCubeColor(const V3D &position, const V3D &color);
void SetColumnColor(const V3D &position, const V3D &color);
/**
* @brief Fill a column along any axis with a color
* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
* the x,y values specify the location of the column in that plane
* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
* @param color the color you want to fill the column with
*/
void FillColumnColor(const V3D &column, const V3D &color);
bool HasBoardChanged(){return this->hasBoardChanged;}
private:
BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &driver;
Board<BOARD_DIMS> board{};
bool hasBoardChanged{false};
void updateBoardColors(const V3D &column);
};
template <V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::Init(){
this->driver.Init();
}
template <V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::Update(){
// update the occupied cubes on the board and the cube colors
for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
for(uint32_t y = 0; y < BOARD_DIMS.y; y++){
uint32_t numCubes{this->driver.GetNumberCubes(i)};
for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
V3D cubePosition{x, y, z};
bool isOccupied{z < numCubes};
if(this->board.SetCubeOccupation(cubePosition, i < numCubes) != isOccupied){
this->board.boardStateHasChanged = true;
}
cubePosition.z = Board::PLANE_NORMAL::Z;
this->driver.UpdateStackLEDs(i, this->board.SliceBoard(cubePosition), BOARD_DIMS.z);
}
}
}
// update the colors
for(uint32_t i = 0; i < BOARD_DIMS.x * BOARD_DIMS.y; i++){
}
}
template <V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::updateBoardColors(const V3D &column){
Cube * cubeSlice{this->board.SliceBoard(column)};
uint32_t numCubes{0};
switch(column.z){
case Board::PLANE_NORMAL::X:
numCubes = BOARD_DIMS.x;
break;
case Board::PLANE_NORMAL::Y:
numCubes = BOARD_DIMS.y;
break;
case Board::PLANE_NORMAL::Z:
numCubes = BOARD_DIMS.z;
break;
default:
break;
}
this->driver.UpdateStackLEDs(BOARD_DIMS.x, cubeSlice, numCubes);
}
template <V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
this->board.SetCubeColor(position, color);
V3D slice{position.x, position.y, Board::PLANE_NORMAL::Z};
this->updateBoardColors(slice);
}