Some memory leaks fixed.
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9eeb4b50fd
commit
0163bbef6c
@ -10,6 +10,7 @@ private:
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Window* window = new Window(0, LED_HEIGHT - 6, LED_WIDTH, 6);
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Window* window = new Window(0, LED_HEIGHT - 6, LED_WIDTH, 6);
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public:
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public:
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~ClockEffect();
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void loop();
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void loop();
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void loop(boolean invert, CRGB fg_color, CRGB bg_color);
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void loop(boolean invert, CRGB fg_color, CRGB bg_color);
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};
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};
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@ -17,6 +17,7 @@ private:
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bool is_direction_okay(uint8_t direction);
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bool is_direction_okay(uint8_t direction);
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public:
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public:
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SnakeEffect();
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SnakeEffect();
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~SnakeEffect();
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void loop();
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void loop();
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boolean valid_position(Coords c);
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boolean valid_position(Coords c);
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Coords update_position(Coords c, uint8_t direction);
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Coords update_position(Coords c, uint8_t direction);
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@ -40,3 +40,7 @@ void ClockEffect::loop(boolean invert, CRGB fg_color, CRGB bg_color) {
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window->setPixel(7, 4, &fg_color);
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window->setPixel(7, 4, &fg_color);
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}
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}
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}
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}
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ClockEffect::~ClockEffect() {
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delete window;
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}
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@ -26,6 +26,7 @@ void GolEffect::_initialize() {
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GolEffect::~GolEffect() {
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GolEffect::~GolEffect() {
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delete[] _data;
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delete[] _data;
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delete[] _old;
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delete[] _old;
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delete window;
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}
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}
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void GolEffect::loop() {
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void GolEffect::loop() {
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@ -10,6 +10,7 @@ PixelClockEffect::PixelClockEffect() {
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PixelClockEffect::~PixelClockEffect() {
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PixelClockEffect::~PixelClockEffect() {
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delete _color_seconds;
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delete _color_seconds;
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delete _color_minutes;
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delete _color_minutes;
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delete window;
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}
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}
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void PixelClockEffect::loop() {
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void PixelClockEffect::loop() {
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@ -6,6 +6,10 @@ SnakeEffect::SnakeEffect() {
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this->window = new Window(0, 0, LED_WIDTH, LED_HEIGHT-6);
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this->window = new Window(0, 0, LED_WIDTH, LED_HEIGHT-6);
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}
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}
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SnakeEffect::~SnakeEffect() {
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delete window;
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}
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void SnakeEffect::loop() {
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void SnakeEffect::loop() {
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if (run++ % EFFECT_SNAKE_SLOWDOWN == 0) { // Change the coordinates only on every n-th run.
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if (run++ % EFFECT_SNAKE_SLOWDOWN == 0) { // Change the coordinates only on every n-th run.
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if (random8(EFFECT_SNAKE_DIRECTION_CHANGE)==0 || is_turn_needed()) turn_random();
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if (random8(EFFECT_SNAKE_DIRECTION_CHANGE)==0 || is_turn_needed()) turn_random();
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