unleashed-firmware/applications/services/desktop/animations/views/bubble_animation_view.h
SG b9a766d909 [FL-2627] Flipper applications: SDK, build and debug system (#1387)
* Added support for running applications from SD card (FAPs - Flipper Application Packages)
* Added plugin_dist target for fbt to build FAPs
* All apps of type FlipperAppType.EXTERNAL and FlipperAppType.PLUGIN are built as FAPs by default
* Updated VSCode configuration for new fbt features - re-deploy stock configuration to use them
* Added debugging support for FAPs with fbt debug & VSCode
* Added public firmware API with automated versioning

Co-authored-by: hedger <hedger@users.noreply.github.com>
Co-authored-by: SG <who.just.the.doctor@gmail.com>
Co-authored-by: あく <alleteam@gmail.com>
2022-09-15 02:21:03 +09:00

90 lines
2.3 KiB
C

#pragma once
#include <gui/view.h>
#include "../animation_manager.h"
/** Bubble Animation instance */
typedef struct BubbleAnimationView BubbleAnimationView;
/** Callback type to be called when interact button pressed */
typedef void (*BubbleAnimationInteractCallback)(void*);
/**
* Allocate bubble animation view.
* This is animation with bubbles, and 2 phases:
* active and passive.
*
* @return instance of new bubble animation
*/
BubbleAnimationView* bubble_animation_view_alloc(void);
/**
* Free bubble animation view.
*
* @view bubble animation view instance
*/
void bubble_animation_view_free(BubbleAnimationView* view);
/**
* Set callback for interact action for animation.
* Currently this is right button.
*
* @view bubble animation view instance
* @callback callback to call when button pressed
* @context context
*/
void bubble_animation_view_set_interact_callback(
BubbleAnimationView* view,
BubbleAnimationInteractCallback callback,
void* context);
/**
* Set new animation.
* BubbleAnimation doesn't posses Bubble Animation object
* so it doesn't handle any memory manipulation on Bubble Animations.
*
* @view bubble animation view instance
* @new_bubble_animation new animation to set
*/
void bubble_animation_view_set_animation(
BubbleAnimationView* view,
const BubbleAnimation* new_bubble_animation);
/**
* Get view of bubble animation.
*
* @view bubble animation view instance
* @return view
*/
View* bubble_animation_get_view(BubbleAnimationView* view);
/**
* Freeze current playing animation. Saves a frame to be shown
* during next unfreeze called.
* bubble_animation_freeze() stops any reference to 'current' animation
* so it can be freed. Therefore lock unfreeze should be preceeded with
* new animation set.
*
* Freeze/Unfreeze usage example:
*
* animation_view_alloc()
* set_animation()
* ...
* freeze_animation()
* // release animation
* ...
* // allocate animation
* set_animation()
* unfreeze()
*
* @view bubble animation view instance
*/
void bubble_animation_freeze(BubbleAnimationView* view);
/**
* Starts bubble animation after freezing.
*
* @view bubble animation view instance
*/
void bubble_animation_unfreeze(BubbleAnimationView* view);