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https://github.com/DarkFlippers/unleashed-firmware
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a39002ce22
* 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>
89 lines
2.3 KiB
C
89 lines
2.3 KiB
C
#pragma once
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#include <gui/view.h>
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#include "../animation_manager.h"
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/** Bubble Animation instance */
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typedef struct BubbleAnimationView BubbleAnimationView;
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/** Callback type to be called when interact button pressed */
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typedef void (*BubbleAnimationInteractCallback)(void*);
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/**
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* Allocate bubble animation view.
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* This is animation with bubbles, and 2 phases:
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* active and passive.
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*
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* @return instance of new bubble animation
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*/
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BubbleAnimationView* bubble_animation_view_alloc(void);
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/**
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* Free bubble animation view.
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*
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* @view bubble animation view instance
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*/
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void bubble_animation_view_free(BubbleAnimationView* view);
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/**
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* Set callback for interact action for animation.
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* Currently this is right button.
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*
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* @view bubble animation view instance
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* @callback callback to call when button pressed
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* @context context
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*/
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void bubble_animation_view_set_interact_callback(
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BubbleAnimationView* view,
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BubbleAnimationInteractCallback callback,
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void* context);
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/**
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* Set new animation.
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* BubbleAnimation doesn't posses Bubble Animation object
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* so it doesn't handle any memory manipulation on Bubble Animations.
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*
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* @view bubble animation view instance
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* @new_bubble_animation new animation to set
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*/
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void bubble_animation_view_set_animation(
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BubbleAnimationView* view,
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const BubbleAnimation* new_bubble_animation);
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/**
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* Get view of bubble animation.
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*
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* @view bubble animation view instance
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* @return view
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*/
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View* bubble_animation_get_view(BubbleAnimationView* view);
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/**
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* Freeze current playing animation. Saves a frame to be shown
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* during next unfreeze called.
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* bubble_animation_freeze() stops any reference to 'current' animation
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* so it can be freed. Therefore lock unfreeze should be preceeded with
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* new animation set.
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*
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* Freeze/Unfreeze usage example:
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*
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* animation_view_alloc()
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* set_animation()
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* ...
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* freeze_animation()
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* // release animation
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* ...
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* // allocate animation
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* set_animation()
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* unfreeze()
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*
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* @view bubble animation view instance
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*/
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void bubble_animation_freeze(BubbleAnimationView* view);
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/**
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* Starts bubble animation after freezing.
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*
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* @view bubble animation view instance
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*/
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void bubble_animation_unfreeze(BubbleAnimationView* view);
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