unleashed-firmware/applications/desktop/animations/animation_storage.h

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[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>
2022-01-02 21:39:56 +00:00
#pragma once
#include <stdint.h>
#include <m-list.h>
#include "views/bubble_animation_view.h"
#include <m-string.h>
#define HARDCODED_ANIMATION_NAME "tv"
#define NO_SD_ANIMATION_NAME "no_sd"
#define BAD_BATTERY_ANIMATION_NAME "bad_battery"
#define NO_DB_ANIMATION_NAME "no_db"
#define BAD_SD_ANIMATION_NAME "bad_sd"
#define SD_OK_ANIMATION_NAME "sd_ok"
#define URL_ANIMATION_NAME "url"
#define LEVELUP_ANIMATION_NAME "level"
/** Main structure to handle animation data.
* Contains all, including animation playing data (BubbleAnimation),
* data for random animation selection (StorageAnimationMeta) and
* flag of location internal/external */
typedef struct StorageAnimation StorageAnimation;
typedef struct {
string_t name;
uint8_t min_butthurt;
uint8_t max_butthurt;
uint8_t min_level;
uint8_t max_level;
uint8_t weight;
} StorageAnimationMeta;
/** Container to return available animations list */
LIST_DEF(StorageAnimationList, StorageAnimation*, M_PTR_OPLIST)
#define M_OPL_StorageAnimationList_t() LIST_OPLIST(StorageAnimationList)
/**
* Fill list of available animations.
* List will contain all idle animations on inner flash
* and all available on SD-card, mentioned in manifest.txt.
* Performs caching of animation. If fail - falls back to
* inner animation.
* List has to be initialized.
*
* @list list to fill with animations data
*/
void animation_storage_fill_animation_list(StorageAnimationList_t* list);
/**
* Get bubble animation of storage animation.
* Bubble Animation is a structure which describes animation
* independent of it's place of storage and meta data.
* It contain all what is need to be played.
* If storage_animation is not cached - caches it.
*
* @storage_animation animation from which extract bubble animation
* @return bubble_animation, NULL if failed to cache data.
*/
const BubbleAnimation* animation_storage_get_bubble_animation(StorageAnimation* storage_animation);
/**
* Performs caching animation data (Bubble Animation)
* if this is not done yet.
*
* @storage_animation animation to cache
*/
void animation_storage_cache_animation(StorageAnimation* storage_animation);
/**
* Find animation by name.
* Search through the inner flash, and SD-card if has.
*
* @name name of animation
* @return found animation. NULL if nothing found.
*/
StorageAnimation* animation_storage_find_animation(const char* name);
/**
* Get meta information of storage animation.
* This information allows to randomly select animation.
* Also it contains name. Never returns NULL.
*
* @storage_animation item of whom we have to extract meta.
* @return meta itself
*/
StorageAnimationMeta* animation_storage_get_meta(StorageAnimation* storage_animation);
/**
* Free storage_animation, which previously acquired
* by Animation Storage.
*
* @storage_animation item to free. NULL-ed after all.
*/
void animation_storage_free_storage_animation(StorageAnimation** storage_animation);
/**
* Has to be called at least 1 time to initialize runtime structures
* of animations in inner flash.
*/
void animation_storage_initialize_internal_animations(void);