#pragma once #include <gui/view.h> #include <gui/icon_i.h> #include <stdint.h> #include <dolphin/dolphin.h> typedef struct AnimationManager AnimationManager; typedef struct { uint8_t x; uint8_t y; const char* text; Align align_h; Align align_v; } Bubble; typedef struct FrameBubble { Bubble bubble; uint8_t start_frame; uint8_t end_frame; const struct FrameBubble* next_bubble; } FrameBubble; typedef struct { const FrameBubble* const* frame_bubble_sequences; uint8_t frame_bubble_sequences_count; const Icon icon_animation; const uint8_t* frame_order; uint8_t passive_frames; uint8_t active_frames; uint8_t active_cycles; 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 * @return true if event was consumed */ bool animation_manager_interact_process(AnimationManager* animation_manager); /** Check if animation loaded * * @animation_manager instance */ bool animation_manager_is_animation_loaded(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);