diff options
Diffstat (limited to 'generate_utils.py')
| -rw-r--r-- | generate_utils.py | 33 |
1 files changed, 12 insertions, 21 deletions
diff --git a/generate_utils.py b/generate_utils.py index 78ff512..2fa2077 100644 --- a/generate_utils.py +++ b/generate_utils.py @@ -75,41 +75,32 @@ def getDefaultStateName(which_layer): def getActiveStateName(which_layer): return "TaSTT_L%02d_Active" % which_layer -def getS0StateName(which_layer, s0): - return "TaSTT_L%02d_S%02d" % (which_layer, s0) +def getSelectStateName(which_layer, select): + return "TaSTT_L%02d_S%02d" % (which_layer, select) -def getS1StateName(which_layer, s0, s1): - return "TaSTT_L%02d_S%02d_S%02d" % (which_layer, s0, s1) +def getLetterStateName(which_layer, select, letter): + return "TaSTT_L%02d_S%02d_L%03d" % (which_layer, select, letter) -def getS2StateName(which_layer, s0, s1, s2): - return "TaSTT_L%02d_S%02d_S%02d_S%02d" % (which_layer, s0, s1, s2) - -def getS3StateName(which_layer, s0, s1, s2, s3): - return "TaSTT_L%02d_S%02d_S%02d_S%02d_S%02d" % (which_layer, s0, s1, s2, s3) - -def getLetterStateName(which_layer, s0, s1, s2, s3, letter): - return "TaSTT_L%02d_S%02d_S%02d_S%02d_S%02d_L%03d" % (which_layer, s0, s1, s2, s3, letter) - -def getSelectParam(which_select: int) -> str: - return "TaSTT_S%02d" % (which_select) +def getSelectParam() -> str: + return "TaSTT_Select" def getEnableParam(): return "TaSTT_Enable" -def getBoardIndex(which_layer, s0, s1, s2, s3): +def getBoardIndex(which_layer, select): # Because we divide the board into a multiple of 8 cells, some cells may # describe animations which don't exist, depending on the size of the board. # We work around this by simply wrapping those animations back to the top # of the board, and rely on the OSC controller to simply not reference # those cells. - return ((s0 * 8 + s1 * 4 + s2 * 2 + s3) * NUM_LAYERS + which_layer) % (BOARD_ROWS * BOARD_COLS) + return (select * NUM_LAYERS + which_layer) % (BOARD_ROWS * BOARD_COLS) def getShaderParamByRowCol(row, col): return "_Letter_Row%02d_Col%02d" % (row, col) # Mapping from layer to shader param. -def getShaderParam(which_layer, s0, s1, s2, s3): - index = getBoardIndex(which_layer, s0, s1, s2, s3) +def getShaderParam(which_layer, select): + index = getBoardIndex(which_layer, select) col = index % BOARD_COLS row = floor(index / BOARD_COLS) @@ -125,8 +116,8 @@ def getLetterAnimationName(row, col, letter): def getClearAnimationName(): return "TaSTT_Clear_Board" -def getAnimationNameByLayerAndIndex(which_layer, s0, s1, s2, s3, letter): - index = getBoardIndex(which_layer, s0, s1, s2, s3) +def getAnimationNameByLayerAndIndex(which_layer, select, letter): + index = getBoardIndex(which_layer, select) col = index % BOARD_COLS row = floor(index / BOARD_COLS) |
