mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-18 10:51:54 +03:00
a39002ce22
* Dolphin Animation Refactoring, part 1 * Remove animations from desktop * Remove excess, first start * Split animation_manager with callbacks * allocate view inside animation_view * Work on ViewComposed * Draw white rectangles under bubble corners * Fix bubbles sequence * RPC: remove obsolete include "status.pb.h" * Add animations manifest decoding * Flipper file: add strict mode * FFF: Animation structures parsing * Assembling structure of animation * Lot of view fixes: Add multi-line bubbles Add support for passive bubbles (frame_order values starts from passive now) Add hard-coded delay (active_shift) for active state enabling Fix active state handling Fix leaks Fix parsing uncorrect bubble_animation meta file Fix bubble rules of showing * Animation load/unload & view freeze/unfreeze * Blocking & system animations, fixes: View correct activation Refactoring + blocking animation Freeze first passive/active frames Many insert/eject SD tests fixes Add system animations Add Loader events app started/finished Add system no_sd animation * Assets: dolphin packer. Scripts: minor refactoring. * Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules. * Github: rebuild assets on build * Docker: add missing dependencies for assets compilation * Docker: fix run command syntax * ReadMe: update naming rules with link to source * Assets: recompile icons * Loader: add loader event * Desktop, Gui, Furi Core: const shenanigans macros Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
152 lines
4.1 KiB
C
152 lines
4.1 KiB
C
#pragma once
|
|
|
|
#include "dolphin/dolphin.h"
|
|
#include <gui/view.h>
|
|
#include <stdint.h>
|
|
|
|
typedef struct AnimationManager AnimationManager;
|
|
|
|
typedef struct {
|
|
uint8_t x;
|
|
uint8_t y;
|
|
const char* str;
|
|
Align horizontal;
|
|
Align vertical;
|
|
} Bubble;
|
|
|
|
typedef struct FrameBubble {
|
|
Bubble bubble;
|
|
uint8_t starts_at_frame;
|
|
uint8_t ends_at_frame;
|
|
struct FrameBubble* next_bubble;
|
|
} FrameBubble;
|
|
|
|
typedef struct {
|
|
FrameBubble** frame_bubbles;
|
|
uint8_t frame_bubbles_count;
|
|
const Icon** icons;
|
|
uint8_t passive_frames;
|
|
uint8_t active_frames;
|
|
uint8_t active_cycles;
|
|
uint8_t frame_rate;
|
|
uint16_t duration;
|
|
uint16_t active_cooldown;
|
|
} BubbleAnimation;
|
|
|
|
typedef void (*AnimationManagerSetNewIdleAnimationCallback)(void* context);
|
|
typedef void (*AnimationManagerCheckBlockingCallback)(void* context);
|
|
typedef void (*AnimationManagerInteractCallback)(void*);
|
|
|
|
/**
|
|
* Allocate Animation Manager
|
|
*
|
|
* @return animation manager instance
|
|
*/
|
|
AnimationManager* animation_manager_alloc(void);
|
|
|
|
/**
|
|
* Free Animation Manager
|
|
*
|
|
* @animation_manager instance
|
|
*/
|
|
void animation_manager_free(AnimationManager* animation_manager);
|
|
|
|
/**
|
|
* Get View of Animation Manager
|
|
*
|
|
* @animation_manager instance
|
|
* @return view
|
|
*/
|
|
View* animation_manager_get_animation_view(AnimationManager* animation_manager);
|
|
|
|
/**
|
|
* Set context for all callbacks for Animation Manager
|
|
*
|
|
* @animation_manager instance
|
|
* @context context
|
|
*/
|
|
void animation_manager_set_context(AnimationManager* animation_manager, void* context);
|
|
|
|
/**
|
|
* Set callback for Animation Manager for defered calls
|
|
* for animation_manager_new_idle_process().
|
|
* Animation Manager doesn't have it's own thread, so main thread gives
|
|
* callbacks to A.M. to call when it should perform some inner manipulations.
|
|
* This callback is called from other threads and should notify main thread
|
|
* when to call animation_manager_new_idle_process().
|
|
* So scheme is this:
|
|
* A.M. sets callbacks,
|
|
* callbacks notifies main thread
|
|
* main thread in its own context calls appropriate *_process() function.
|
|
*
|
|
* @animation_manager instance
|
|
* @callback callback
|
|
*/
|
|
void animation_manager_set_new_idle_callback(
|
|
AnimationManager* animation_manager,
|
|
AnimationManagerSetNewIdleAnimationCallback callback);
|
|
|
|
/**
|
|
* Function to call in main thread as a response to
|
|
* set_new_idle_callback's call.
|
|
*
|
|
* @animation_manager instance
|
|
*/
|
|
void animation_manager_new_idle_process(AnimationManager* animation_manager);
|
|
|
|
/**
|
|
* Set callback for Animation Manager for defered calls
|
|
* for animation_manager_check_blocking_process().
|
|
*
|
|
* @animation_manager instance
|
|
* @callback callback
|
|
*/
|
|
void animation_manager_set_check_callback(
|
|
AnimationManager* animation_manager,
|
|
AnimationManagerCheckBlockingCallback callback);
|
|
|
|
/**
|
|
* Function to call in main thread as a response to
|
|
* set_new_idle_callback's call.
|
|
*
|
|
* @animation_manager instance
|
|
*/
|
|
void animation_manager_check_blocking_process(AnimationManager* animation_manager);
|
|
|
|
/**
|
|
* Set callback for Animation Manager for defered calls
|
|
* for animation_manager_interact_process().
|
|
*
|
|
* @animation_manager instance
|
|
* @callback callback
|
|
*/
|
|
void animation_manager_set_interact_callback(
|
|
AnimationManager* animation_manager,
|
|
AnimationManagerInteractCallback callback);
|
|
|
|
/**
|
|
* Function to call in main thread as a response to
|
|
* set_new_idle_callback's call.
|
|
*
|
|
* @animation_manager instance
|
|
*/
|
|
void animation_manager_interact_process(AnimationManager* animation_manager);
|
|
|
|
/**
|
|
* Unload and Stall animation actions. Draw callback in view
|
|
* paints first frame of current animation until
|
|
* animation_manager_load_and_continue_animation() is called.
|
|
* Can't be called multiple times. Every Stall has to be finished
|
|
* with Continue.
|
|
*
|
|
* @animation_manager instance
|
|
*/
|
|
void animation_manager_unload_and_stall_animation(AnimationManager* animation_manager);
|
|
|
|
/**
|
|
* Load and Contunue execution of animation manager.
|
|
*
|
|
* @animation_manager instance
|
|
*/
|
|
void animation_manager_load_and_continue_animation(AnimationManager* animation_manager);
|