unleashed-firmware/applications/desktop/animations/views/one_shot_animation_view.c

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[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 12:20:41 +03:00
#include "one_shot_animation_view.h"
#include <furi.h>
#include <portmacro.h>
#include <gui/canvas.h>
#include <gui/view.h>
#include <gui/icon_i.h>
#include <stdint.h>
typedef void (*OneShotInteractCallback)(void*);
struct OneShotView {
View* view;
TimerHandle_t update_timer;
OneShotInteractCallback interact_callback;
void* interact_callback_context;
};
typedef struct {
const Icon* icon;
uint32_t index;
bool block_input;
} OneShotViewModel;
static void one_shot_view_update_timer_callback(TimerHandle_t xTimer) {
OneShotView* view = (void*)pvTimerGetTimerID(xTimer);
OneShotViewModel* model = view_get_model(view->view);
if((model->index + 1) < model->icon->frame_count) {
++model->index;
} else {
model->block_input = false;
model->index = model->icon->frame_count - 2;
}
view_commit_model(view->view, true);
}
static void one_shot_view_draw(Canvas* canvas, void* model_) {
furi_assert(canvas);
furi_assert(model_);
OneShotViewModel* model = model_;
furi_check(model->index < model->icon->frame_count);
uint8_t y_offset = canvas_height(canvas) - model->icon->height;
canvas_draw_bitmap(
canvas,
0,
y_offset,
model->icon->width,
model->icon->height,
model->icon->frames[model->index]);
}
static bool one_shot_view_input(InputEvent* event, void* context) {
furi_assert(context);
furi_assert(event);
OneShotView* view = context;
bool consumed = false;
OneShotViewModel* model = view_get_model(view->view);
consumed = model->block_input;
view_commit_model(view->view, false);
if(!consumed) {
if(event->key == InputKeyRight) {
/* Right button reserved for animation activation, so consume */
consumed = true;
if(event->type == InputTypeShort) {
if(view->interact_callback) {
view->interact_callback(view->interact_callback_context);
}
}
}
}
return consumed;
}
OneShotView* one_shot_view_alloc(void) {
OneShotView* view = furi_alloc(sizeof(OneShotView));
view->view = view_alloc();
view->update_timer =
xTimerCreate("Update timer", 1000, pdTRUE, view, one_shot_view_update_timer_callback);
view_allocate_model(view->view, ViewModelTypeLocking, sizeof(OneShotViewModel));
view_set_context(view->view, view);
view_set_draw_callback(view->view, one_shot_view_draw);
view_set_input_callback(view->view, one_shot_view_input);
return view;
}
void one_shot_view_free(OneShotView* view) {
furi_assert(view);
xTimerDelete(view->update_timer, portMAX_DELAY);
view_free(view->view);
view->view = NULL;
free(view);
}
void one_shot_view_set_interact_callback(
OneShotView* view,
OneShotInteractCallback callback,
void* context) {
furi_assert(view);
view->interact_callback_context = context;
view->interact_callback = callback;
}
void one_shot_view_start_animation(OneShotView* view, const Icon* icon) {
furi_assert(view);
furi_assert(icon);
furi_check(icon->frame_count >= 2);
OneShotViewModel* model = view_get_model(view->view);
model->index = 0;
model->icon = icon;
model->block_input = true;
view_commit_model(view->view, true);
xTimerChangePeriod(view->update_timer, 1000 / model->icon->frame_rate, portMAX_DELAY);
}
View* one_shot_view_get_view(OneShotView* view) {
furi_assert(view);
return view->view;
}