mirror of
https://github.com/DarkFlippers/unleashed-firmware
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185647a09a
* New Basic Animations * Keep only basic calm animations Co-authored-by: あく <alleteam@gmail.com>
382 lines
13 KiB
C
382 lines
13 KiB
C
#include "desktop/helpers/desktop_animation.h"
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#include "assets_icons.h"
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#include "desktop_animation_i.h"
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#include "cmsis_os2.h"
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#include "furi/common_defines.h"
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#include "furi/record.h"
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#include "storage/filesystem-api-defines.h"
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#include <power/power_service/power.h>
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#include <m-list.h>
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#include <storage/storage.h>
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#include <desktop/desktop.h>
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#include <dolphin/dolphin.h>
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#define KEEP_ONLY_CALM_BASIC_ANIMATIONS 1
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LIST_DEF(AnimationList, const PairedAnimation*, M_PTR_OPLIST)
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#define M_OPL_AnimationList_t() LIST_OPLIST(AnimationList)
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#define PUSH_BACK_ANIMATIONS(listname, animations, butthurt) \
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for(int i = 0; i < COUNT_OF(animations); ++i) { \
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if(!(animations)[i].basic->butthurt_level_mask || \
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((animations)[i].basic->butthurt_level_mask & BUTTHURT_LEVEL(butthurt))) { \
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AnimationList_push_back(animation_list, &(animations)[i]); \
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} \
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}
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#define IS_BLOCKING_ANIMATION(x) \
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(((x) != DesktopAnimationStateBasic) && ((x) != DesktopAnimationStateActive))
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#define IS_ONESHOT_ANIMATION(x) ((x) == DesktopAnimationStateLevelUpIsPending)
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static void desktop_animation_timer_callback(void* context);
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struct DesktopAnimation {
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bool sd_shown_error_db;
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bool sd_shown_error_card_bad;
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osTimerId_t timer;
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const PairedAnimation* current;
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const Icon* current_blocking_icon;
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const Icon** current_one_shot_icons;
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uint8_t one_shot_animation_counter;
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uint8_t one_shot_animation_size;
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DesktopAnimationState state;
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TickType_t basic_started_at;
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TickType_t active_finished_at;
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AnimationChangedCallback animation_changed_callback;
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void* animation_changed_callback_context;
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};
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DesktopAnimation* desktop_animation_alloc(void) {
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DesktopAnimation* animation = furi_alloc(sizeof(DesktopAnimation));
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animation->timer = osTimerNew(
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desktop_animation_timer_callback, osTimerPeriodic /* osTimerOnce */, animation, NULL);
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animation->active_finished_at = (TickType_t)(-30);
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animation->basic_started_at = 0;
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animation->animation_changed_callback = NULL;
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animation->animation_changed_callback_context = NULL;
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desktop_start_new_idle_animation(animation);
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return animation;
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}
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void desktop_animation_free(DesktopAnimation* animation) {
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furi_assert(animation);
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osTimerDelete(animation->timer);
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free(animation);
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}
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void desktop_animation_set_animation_changed_callback(
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DesktopAnimation* animation,
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AnimationChangedCallback callback,
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void* context) {
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furi_assert(animation);
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animation->animation_changed_callback = callback;
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animation->animation_changed_callback_context = context;
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}
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void desktop_start_new_idle_animation(DesktopAnimation* animation) {
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Dolphin* dolphin = furi_record_open("dolphin");
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DolphinStats stats = dolphin_stats(dolphin);
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furi_record_close("dolphin");
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furi_assert((stats.level >= 1) && (stats.level <= 3));
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AnimationList_t animation_list;
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AnimationList_init(animation_list);
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#if KEEP_ONLY_CALM_BASIC_ANIMATIONS
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PUSH_BACK_ANIMATIONS(animation_list, calm_animation, 0);
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#else
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PUSH_BACK_ANIMATIONS(animation_list, calm_animation, stats.butthurt);
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PUSH_BACK_ANIMATIONS(animation_list, mad_animation, stats.butthurt);
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switch(stats.level) {
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case 1:
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PUSH_BACK_ANIMATIONS(animation_list, level_1_animation, stats.butthurt);
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break;
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case 2:
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PUSH_BACK_ANIMATIONS(animation_list, level_2_animation, stats.butthurt);
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break;
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case 3:
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PUSH_BACK_ANIMATIONS(animation_list, level_3_animation, stats.butthurt);
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break;
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default:
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furi_crash("Dolphin level is out of bounds");
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}
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Power* power = furi_record_open("power");
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PowerInfo info;
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power_get_info(power, &info);
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if(!power_is_battery_well(&info)) {
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PUSH_BACK_ANIMATIONS(animation_list, check_battery_animation, stats.butthurt);
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}
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Storage* storage = furi_record_open("storage");
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FS_Error sd_status = storage_sd_status(storage);
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animation->current = NULL;
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if(sd_status == FSE_NOT_READY) {
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PUSH_BACK_ANIMATIONS(animation_list, no_sd_animation, stats.butthurt);
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animation->sd_shown_error_card_bad = false;
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animation->sd_shown_error_db = false;
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}
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#endif
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uint32_t whole_weight = 0;
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for
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M_EACH(item, animation_list, AnimationList_t) {
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whole_weight += (*item)->basic->weight;
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}
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uint32_t lucky_number = random() % whole_weight;
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uint32_t weight = 0;
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const PairedAnimation* selected = NULL;
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for
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M_EACH(item, animation_list, AnimationList_t) {
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if(lucky_number < weight) {
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break;
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}
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weight += (*item)->basic->weight;
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selected = *item;
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}
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animation->basic_started_at = osKernelGetTickCount();
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animation->current = selected;
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osTimerStart(animation->timer, animation->current->basic->duration * 1000);
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animation->state = DesktopAnimationStateBasic;
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furi_assert(selected);
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AnimationList_clear(animation_list);
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}
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static void desktop_animation_timer_callback(void* context) {
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furi_assert(context);
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DesktopAnimation* animation = context;
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TickType_t now_ms = osKernelGetTickCount();
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AnimationList_t animation_list;
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AnimationList_init(animation_list);
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bool new_basic_animation = false;
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if(animation->state == DesktopAnimationStateActive) {
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animation->state = DesktopAnimationStateBasic;
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TickType_t basic_lasts_ms = now_ms - animation->basic_started_at;
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animation->active_finished_at = now_ms;
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TickType_t basic_duration_ms = animation->current->basic->duration * 1000;
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if(basic_lasts_ms > basic_duration_ms) {
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// if active animation finished, and basic duration came to an end
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// select new idle animation
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new_basic_animation = true;
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} else {
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// if active animation finished, but basic duration is not finished
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// play current animation for the rest of time
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furi_assert(basic_duration_ms != basic_lasts_ms);
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osTimerStart(animation->timer, basic_duration_ms - basic_lasts_ms);
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}
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} else if(animation->state == DesktopAnimationStateBasic) {
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// if basic animation finished
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// select new idle animation
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new_basic_animation = true;
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}
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if(new_basic_animation) {
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animation->basic_started_at = now_ms;
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desktop_start_new_idle_animation(animation);
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}
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// for oneshot generate events every time
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if(animation->animation_changed_callback) {
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animation->animation_changed_callback(animation->animation_changed_callback_context);
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}
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}
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void desktop_animation_activate(DesktopAnimation* animation) {
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furi_assert(animation);
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if(animation->state != DesktopAnimationStateBasic) {
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return;
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}
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if(animation->state == DesktopAnimationStateActive) {
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return;
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}
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if(!animation->current->active) {
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return;
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}
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TickType_t now = osKernelGetTickCount();
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TickType_t time_since_last_active = now - animation->active_finished_at;
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if(time_since_last_active > (animation->current->basic->active_cooldown * 1000)) {
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animation->state = DesktopAnimationStateActive;
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furi_assert(animation->current->active->duration > 0);
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osTimerStart(animation->timer, animation->current->active->duration * 1000);
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if(animation->animation_changed_callback) {
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animation->animation_changed_callback(animation->animation_changed_callback_context);
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}
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}
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}
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static const Icon* desktop_animation_get_current_idle_animation(
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DesktopAnimation* animation,
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bool* status_bar_background_black) {
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const ActiveAnimation* active = animation->current->active;
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const BasicAnimation* basic = animation->current->basic;
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if(animation->state == DesktopAnimationStateActive && active->icon) {
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*status_bar_background_black = active->black_status_bar;
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return active->icon;
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} else {
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*status_bar_background_black = basic->black_status_bar;
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return basic->icon;
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}
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}
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// Every time somebody starts 'desktop_animation_get_animation()'
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// 1) check if there is a new level
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// 2) check if there is SD card corruption
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// 3) check if the SD card is empty
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// 4) if all false - get idle animation
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const Icon* desktop_animation_get_animation(
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DesktopAnimation* animation,
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bool* status_bar_background_black) {
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Dolphin* dolphin = furi_record_open("dolphin");
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Storage* storage = furi_record_open("storage");
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const Icon* icon = NULL;
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furi_assert(animation);
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FS_Error sd_status = storage_sd_status(storage);
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if(IS_BLOCKING_ANIMATION(animation->state)) {
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// don't give new animation till blocked animation
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// is reseted
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icon = animation->current_blocking_icon;
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}
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if(!icon) {
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if(sd_status == FSE_INTERNAL) {
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osTimerStop(animation->timer);
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icon = &A_CardBad_128x51;
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animation->current_blocking_icon = icon;
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animation->state = DesktopAnimationStateSDCorrupted;
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animation->sd_shown_error_card_bad = true;
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animation->sd_shown_error_db = false;
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} else if(sd_status == FSE_NOT_READY) {
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animation->sd_shown_error_card_bad = false;
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animation->sd_shown_error_db = false;
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} else if(sd_status == FSE_OK) {
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bool db_exists = storage_common_stat(storage, "/ext/manifest.txt", NULL) == FSE_OK;
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if(db_exists && !animation->sd_shown_error_db) {
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osTimerStop(animation->timer);
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icon = &A_CardNoDB_128x51;
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animation->current_blocking_icon = icon;
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animation->state = DesktopAnimationStateSDEmpty;
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animation->sd_shown_error_db = true;
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}
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}
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}
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DolphinStats stats = dolphin_stats(dolphin);
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if(!icon && stats.level_up_is_pending) {
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osTimerStop(animation->timer);
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icon = &A_LevelUpPending_128x51;
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animation->current_blocking_icon = icon;
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animation->state = DesktopAnimationStateLevelUpIsPending;
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}
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if(!icon) {
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icon =
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desktop_animation_get_current_idle_animation(animation, status_bar_background_black);
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} else {
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status_bar_background_black = false;
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}
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furi_record_close("storage");
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furi_record_close("dolphin");
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return icon;
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}
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DesktopAnimationState desktop_animation_handle_right(DesktopAnimation* animation) {
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furi_assert(animation);
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bool reset_animation = false;
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bool update_animation = false;
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switch(animation->state) {
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case DesktopAnimationStateActive:
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case DesktopAnimationStateBasic:
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/* nothing */
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break;
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case DesktopAnimationStateLevelUpIsPending:
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/* do nothing, main scene should change itself */
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break;
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case DesktopAnimationStateSDCorrupted:
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reset_animation = true;
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break;
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case DesktopAnimationStateSDEmpty:
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animation->state = DesktopAnimationStateSDEmptyURL;
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animation->current_blocking_icon = &A_CardNoDBUrl_128x51;
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update_animation = true;
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break;
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case DesktopAnimationStateSDEmptyURL:
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reset_animation = true;
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break;
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default:
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furi_crash("Unhandled desktop animation state");
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}
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if(reset_animation) {
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desktop_start_new_idle_animation(animation);
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update_animation = true;
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}
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if(update_animation) {
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if(animation->animation_changed_callback) {
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animation->animation_changed_callback(animation->animation_changed_callback_context);
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}
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}
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return animation->state;
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}
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#define LEVELUP_FRAME_RATE (0.2)
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void desktop_animation_start_oneshot_levelup(DesktopAnimation* animation) {
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animation->one_shot_animation_counter = 0;
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animation->state = DesktopAnimationStateLevelUpIsPending;
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Dolphin* dolphin = furi_record_open("dolphin");
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DolphinStats stats = dolphin_stats(dolphin);
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furi_record_close("dolphin");
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furi_assert(stats.level_up_is_pending);
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if(stats.level == 1) {
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animation->current_one_shot_icons = animation_level2up;
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animation->one_shot_animation_size = COUNT_OF(animation_level2up);
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} else if(stats.level == 2) {
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animation->current_one_shot_icons = animation_level3up;
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animation->one_shot_animation_size = COUNT_OF(animation_level3up);
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} else {
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furi_crash("Dolphin level is out of bounds");
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}
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osTimerStart(animation->timer, LEVELUP_FRAME_RATE * 1000);
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}
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const Icon* desktop_animation_get_oneshot_frame(DesktopAnimation* animation) {
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furi_assert(IS_ONESHOT_ANIMATION(animation->state));
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furi_assert(animation->one_shot_animation_size > 0);
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const Icon* icon = NULL;
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if(animation->one_shot_animation_counter < animation->one_shot_animation_size) {
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icon = animation->current_one_shot_icons[animation->one_shot_animation_counter];
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++animation->one_shot_animation_counter;
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} else {
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animation->state = DesktopAnimationStateBasic;
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animation->one_shot_animation_size = 0;
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osTimerStop(animation->timer);
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icon = NULL;
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}
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return icon;
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}
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