unleashed-firmware/scripts/flipper/assets/templates/dolphin.c.tmpl
あく 939998a8c8
Release Candidate 0.48.0 Bug Fixes (#991)
* Power: wait a little bit till message displayed on screen when executing power off. FuriCore: do not use bkpt in release builds(causing HardFault when SPI is active).
* Cleanup BSS section: add more consty consts to be more constish.
* Desktop: properly handle autostarted applications.
2022-02-13 22:24:03 +03:00

95 lines
3.2 KiB
Cheetah

#include <assets_{{symbol_name}}.h>
#include <desktop/animations/animation_storage_i.h>
#include <desktop/animations/animation_manager.h>
#include <gui/icon_i.h>
{% for animation in animations: %}
{% for frame_number, frame in enumerate(animation.frames): %}
const uint8_t _A_{{ animation.name }}_{{ frame_number }}[] = {
{{ "%s" % ",".join("0x%x" % i for i in frame)}}
};
{% :endfor %}
const uint8_t * const _A_{{animation.name}}[] = {
{% for frame_number, frame in enumerate(animation.frames): %}
_A_{{ animation.name }}_{{ frame_number }},
{% :endfor %}
};
{% if animation.bubble_slots > 0: %}
{% for bubble in animation.bubbles: %}
const FrameBubble {{ animation.name }}_bubble_{{ bubble["Slot"] }}_{{ bubble["_BubbleIndex"] }};
{% :endfor %}
const FrameBubble* const {{animation.name}}_bubble_sequences[] = {
{% for i in range(animation.bubble_slots): %}
&{{animation.name}}_bubble_{{i}}_0,
{% :endfor %}
};
{% for bubble in animation.bubbles: %}
{%
if "_NextBubbleIndex" in bubble:
next_bubble = f'&{animation.name}_bubble_{bubble["Slot"]}_{bubble["_NextBubbleIndex"]}'
else:
next_bubble = "NULL"
%}
const FrameBubble {{animation.name}}_bubble_{{bubble["Slot"]}}_{{bubble["_BubbleIndex"]}} = {
.bubble = {
.x = {{bubble["X"]}},
.y = {{bubble["Y"]}},
.text = "{{bubble["Text"]}}",
.align_h = Align{{bubble["AlignH"]}},
.align_v = Align{{bubble["AlignV"]}},
},
.start_frame = {{bubble["StartFrame"]}},
.end_frame = {{bubble["EndFrame"]}},
.next_bubble = {{next_bubble}},
};
{% :endfor %}
{% :endif %}
const uint8_t {{animation.name}}_frame_order[] = { {{ "%s" % ", ".join(str(i) for i in animation.meta['Frames order']) }} };
const BubbleAnimation BA_{{animation.name}} = {
.icon_animation = {
.width = {{ animation.meta['Width'] }},
.height = {{ animation.meta['Height'] }},
.frame_count = {{ "%d" % len(animation.frames) }},
.frame_rate = {{ animation.meta['Frame rate'] }},
.frames = _A_{{ animation.name }}
},
.frame_order = {{animation.name}}_frame_order,
.passive_frames = {{ animation.meta['Passive frames'] }},
.active_frames = {{ animation.meta['Active frames'] }},
.active_cooldown = {{ animation.meta['Active cooldown'] }},
.active_cycles = {{ animation.meta['Active cycles'] }},
.duration = {{ animation.meta['Duration'] }},
{% if animation.bubble_slots > 0: %}
.frame_bubble_sequences = {{ animation.name }}_bubble_sequences,
.frame_bubble_sequences_count = COUNT_OF({{ animation.name }}_bubble_sequences),
{% :else: %}
.frame_bubble_sequences = NULL,
.frame_bubble_sequences_count = 0,
{% :endif %}
};
{% :endfor %}
const StorageAnimation {{symbol_name}}[] = {
{% for animation in animations: %}
{
.animation = &BA_{{animation.name}},
.manifest_info = {
.name = "{{animation.name}}",
.min_butthurt = {{animation.min_butthurt}},
.max_butthurt = {{animation.max_butthurt}},
.min_level = {{animation.min_level}},
.max_level = {{animation.max_level}},
.weight = {{animation.weight}},
}
},
{% :endfor %}
};
const size_t {{symbol_name}}_size = COUNT_OF({{symbol_name}});