unleashed-firmware/applications/desktop/animations/animation_manager.h
Albert Kharisov a39002ce22
[FL-2150] Dolphin animation refactoring (#938)
* 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>
2022-01-03 00:39:56 +03:00

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);