unleashed-firmware/applications/desktop/animations/views/bubble_animation_view.c

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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
#include "cmsis_os2.h"
#include "../animation_manager.h"
#include "../animation_storage.h"
#include "furi_hal_delay.h"
#include "furi_hal_resources.h"
[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
#include "furi/check.h"
#include "furi/memmgr.h"
#include "gui/canvas.h"
#include "gui/elements.h"
#include "gui/view.h"
#include "input/input.h"
#include <furi.h>
#include "portmacro.h"
#include <gui/icon.h>
#include <stdint.h>
#include <FreeRTOS.h>
#include <timers.h>
#include "bubble_animation_view.h"
#include <gui/icon_i.h>
#define ACTIVE_SHIFT 2
typedef struct {
const BubbleAnimation* current;
const FrameBubble* current_bubble;
uint8_t current_frame;
uint8_t active_cycle;
uint8_t active_bubbles;
uint8_t passive_bubbles;
uint8_t active_shift;
TickType_t active_ended_at;
Icon* freeze_frame;
} BubbleAnimationViewModel;
struct BubbleAnimationView {
View* view;
osTimerId_t timer;
BubbleAnimationInteractCallback interact_callback;
void* interact_callback_context;
};
static void bubble_animation_activate(BubbleAnimationView* view, bool force);
static void bubble_animation_activate_right_now(BubbleAnimationView* view);
static uint8_t bubble_animation_get_icon_index(BubbleAnimationViewModel* model) {
furi_assert(model);
uint8_t icon_index = 0;
const BubbleAnimation* animation = model->current;
if(model->current_frame < animation->passive_frames) {
icon_index = model->current_frame;
} else {
icon_index =
(model->current_frame - animation->passive_frames) % animation->active_frames +
animation->passive_frames;
}
furi_assert(icon_index < (animation->passive_frames + animation->active_frames));
return icon_index;
}
static void bubble_animation_draw_callback(Canvas* canvas, void* model_) {
furi_assert(model_);
furi_assert(canvas);
BubbleAnimationViewModel* model = model_;
const BubbleAnimation* animation = model->current;
if(model->freeze_frame) {
uint8_t y_offset = canvas_height(canvas) - icon_get_height(model->freeze_frame);
canvas_draw_icon(canvas, 0, y_offset, model->freeze_frame);
return;
}
if(!animation) {
return;
}
furi_assert(model->current_frame < 255);
const Icon* icon = animation->icons[bubble_animation_get_icon_index(model)];
furi_assert(icon);
uint8_t y_offset = canvas_height(canvas) - icon_get_height(icon);
canvas_draw_icon(canvas, 0, y_offset, icon);
const FrameBubble* bubble = model->current_bubble;
if(bubble) {
if((model->current_frame >= bubble->starts_at_frame) &&
(model->current_frame <= bubble->ends_at_frame)) {
const Bubble* b = &bubble->bubble;
elements_bubble_str(canvas, b->x, b->y, b->str, b->horizontal, b->vertical);
}
}
}
static FrameBubble* bubble_animation_pick_bubble(BubbleAnimationViewModel* model, bool active) {
FrameBubble* bubble = NULL;
if((model->active_bubbles == 0) && (model->passive_bubbles == 0)) {
return NULL;
}
uint8_t index = random() % (active ? model->active_bubbles : model->passive_bubbles);
const BubbleAnimation* animation = model->current;
for(int i = 0; i < animation->frame_bubbles_count; ++i) {
if((animation->frame_bubbles[i]->starts_at_frame < animation->passive_frames) ^ active) {
if(!index) {
bubble = animation->frame_bubbles[i];
}
--index;
}
}
return bubble;
}
static bool bubble_animation_input_callback(InputEvent* event, void* context) {
furi_assert(context);
furi_assert(event);
BubbleAnimationView* animation_view = context;
bool consumed = false;
if(event->type == InputTypePress) {
bubble_animation_activate(animation_view, false);
}
if(event->key == InputKeyRight) {
/* Right button reserved for animation activation, so consume */
consumed = true;
if(event->type == InputTypeShort) {
if(animation_view->interact_callback) {
animation_view->interact_callback(animation_view->interact_callback_context);
}
}
} else if(event->key == InputKeyBack) {
/* Prevent back button to fall down to common handler - leaving
* application, so consume */
consumed = true;
}
return consumed;
}
static void bubble_animation_activate(BubbleAnimationView* view, bool force) {
furi_assert(view);
bool activate = true;
BubbleAnimationViewModel* model = view_get_model(view->view);
if(!model->current) {
activate = false;
} else if(model->freeze_frame) {
activate = false;
} else if(model->current->active_frames == 0) {
activate = false;
}
if(!force) {
if((model->active_ended_at + model->current->active_cooldown * 1000) >
xTaskGetTickCount()) {
activate = false;
} else if(model->active_shift) {
activate = false;
} else if(model->current_frame >= model->current->passive_frames) {
activate = false;
}
}
view_commit_model(view->view, false);
if(!activate && !force) {
return;
}
if(ACTIVE_SHIFT > 0) {
BubbleAnimationViewModel* model = view_get_model(view->view);
model->active_shift = ACTIVE_SHIFT;
view_commit_model(view->view, false);
} else {
bubble_animation_activate_right_now(view);
}
}
static void bubble_animation_activate_right_now(BubbleAnimationView* view) {
furi_assert(view);
uint8_t frame_rate = 0;
BubbleAnimationViewModel* model = view_get_model(view->view);
if(model->current && (model->current->active_frames > 0) && (!model->freeze_frame)) {
model->current_frame = model->current->passive_frames;
model->current_bubble = bubble_animation_pick_bubble(model, true);
frame_rate = model->current->frame_rate;
}
view_commit_model(view->view, true);
if(frame_rate) {
osTimerStart(view->timer, 1000 / frame_rate);
}
}
static void bubble_animation_next_frame(BubbleAnimationViewModel* model) {
furi_assert(model);
if(!model->current) {
return;
}
if(model->current_frame < model->current->passive_frames) {
model->current_frame = (model->current_frame + 1) % model->current->passive_frames;
} else {
++model->current_frame;
model->active_cycle +=
!((model->current_frame - model->current->passive_frames) %
model->current->active_frames);
if(model->active_cycle >= model->current->active_cycles) {
// switch to passive
model->active_cycle = 0;
model->current_frame = 0;
model->current_bubble = bubble_animation_pick_bubble(model, false);
model->active_ended_at = xTaskGetTickCount();
}
if(model->current_bubble) {
if(model->current_frame > model->current_bubble->ends_at_frame) {
model->current_bubble = model->current_bubble->next_bubble;
}
}
}
}
static void bubble_animation_timer_callback(void* context) {
furi_assert(context);
BubbleAnimationView* view = context;
bool activate = false;
BubbleAnimationViewModel* model = view_get_model(view->view);
if(model->active_shift > 0) {
activate = (--model->active_shift == 0);
}
if(!model->freeze_frame && !activate) {
bubble_animation_next_frame(model);
}
view_commit_model(view->view, !activate);
if(activate) {
bubble_animation_activate_right_now(view);
}
}
static Icon* bubble_animation_clone_frame(const Icon* icon_orig) {
furi_assert(icon_orig);
furi_assert(icon_orig->frames);
furi_assert(icon_orig->frames[0]);
Icon* icon_clone = furi_alloc(sizeof(Icon));
memcpy(icon_clone, icon_orig, sizeof(Icon));
icon_clone->frames = furi_alloc(sizeof(uint8_t*));
/* icon bitmap can be either compressed or not. It is compressed if
* compressed size is less than original, so max size for bitmap is
* uncompressed (width * height) + 1 byte (in uncompressed case)
* for compressed header
*/
size_t max_bitmap_size = ROUND_UP_TO(icon_orig->width, 8) * icon_orig->height + 1;
icon_clone->frames[0] = furi_alloc(max_bitmap_size);
memcpy((void*)icon_clone->frames[0], icon_orig->frames[0], max_bitmap_size);
return icon_clone;
}
static void bubble_animation_release_frame(Icon** icon) {
furi_assert(icon);
furi_assert(*icon);
free((void*)(*icon)->frames[0]);
free((*icon)->frames);
free(*icon);
*icon = NULL;
}
static void bubble_animation_enter(void* context) {
furi_assert(context);
BubbleAnimationView* view = context;
bubble_animation_activate(view, false);
BubbleAnimationViewModel* model = view_get_model(view->view);
uint8_t frame_rate = model->current->frame_rate;
view_commit_model(view->view, false);
if(frame_rate) {
osTimerStart(view->timer, 1000 / frame_rate);
}
}
static void bubble_animation_exit(void* context) {
furi_assert(context);
BubbleAnimationView* view = context;
osTimerStop(view->timer);
}
BubbleAnimationView* bubble_animation_view_alloc(void) {
BubbleAnimationView* view = furi_alloc(sizeof(BubbleAnimationView));
view->view = view_alloc();
view->interact_callback = NULL;
view->timer = osTimerNew(bubble_animation_timer_callback, osTimerPeriodic, view, NULL);
view_allocate_model(view->view, ViewModelTypeLocking, sizeof(BubbleAnimationViewModel));
view_set_context(view->view, view);
view_set_draw_callback(view->view, bubble_animation_draw_callback);
view_set_input_callback(view->view, bubble_animation_input_callback);
view_set_enter_callback(view->view, bubble_animation_enter);
view_set_exit_callback(view->view, bubble_animation_exit);
return view;
}
void bubble_animation_view_free(BubbleAnimationView* view) {
furi_assert(view);
view_set_draw_callback(view->view, NULL);
view_set_input_callback(view->view, NULL);
view_set_context(view->view, NULL);
view_free(view->view);
view->view = NULL;
free(view);
}
void bubble_animation_view_set_interact_callback(
BubbleAnimationView* view,
BubbleAnimationInteractCallback callback,
void* context) {
furi_assert(view);
view->interact_callback_context = context;
view->interact_callback = callback;
}
void bubble_animation_view_set_animation(
BubbleAnimationView* view,
const BubbleAnimation* new_animation) {
furi_assert(view);
furi_assert(new_animation);
BubbleAnimationViewModel* model = view_get_model(view->view);
furi_assert(model);
model->current = new_animation;
model->active_ended_at = xTaskGetTickCount() - (model->current->active_cooldown * 1000);
model->active_bubbles = 0;
model->passive_bubbles = 0;
for(int i = 0; i < new_animation->frame_bubbles_count; ++i) {
if(new_animation->frame_bubbles[i]->starts_at_frame < new_animation->passive_frames) {
++model->passive_bubbles;
} else {
++model->active_bubbles;
}
}
/* select bubble sequence */
model->current_bubble = bubble_animation_pick_bubble(model, false);
model->current_frame = 0;
model->active_cycle = 0;
view_commit_model(view->view, true);
osTimerStart(view->timer, 1000 / new_animation->frame_rate);
}
void bubble_animation_freeze(BubbleAnimationView* view) {
furi_assert(view);
BubbleAnimationViewModel* model = view_get_model(view->view);
furi_assert(model->current);
furi_assert(!model->freeze_frame);
/* always freeze first passive frame, because
* animation is always activated at unfreezing and played
* passive frame first, and 2 frames after - active
*/
uint8_t icon_index = 0;
model->freeze_frame = bubble_animation_clone_frame(model->current->icons[icon_index]);
model->current = NULL;
view_commit_model(view->view, false);
osTimerStop(view->timer);
}
void bubble_animation_unfreeze(BubbleAnimationView* view) {
furi_assert(view);
uint8_t frame_rate;
BubbleAnimationViewModel* model = view_get_model(view->view);
furi_assert(model->freeze_frame);
bubble_animation_release_frame(&model->freeze_frame);
furi_assert(model->current);
furi_assert(model->current->icons);
frame_rate = model->current->frame_rate;
view_commit_model(view->view, true);
osTimerStart(view->timer, 1000 / frame_rate);
bubble_animation_activate(view, false);
}
View* bubble_animation_get_view(BubbleAnimationView* view) {
furi_assert(view);
return view->view;
}