mirror of
https://github.com/DarkFlippers/unleashed-firmware
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4bf29827f8
* Quicksave 1 * Header stage complete * Source stage complete * Lint & merge fixes * Includes * Documentation step 1 * FBT: output free size considering BT STACK * Documentation step 2 * py lint * Fix music player plugin * unit test stage 1: string allocator, mem, getters, setters, appends, compare, search. * unit test: string equality * unit test: string replace * unit test: string start_with, end_with * unit test: string trim * unit test: utf-8 * Rename * Revert fw_size changes * Simplify CLI backspace handling * Simplify CLI character insert * Merge fixes * Furi: correct filenaming and spelling * Bt: remove furi string include Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
88 lines
2.8 KiB
C
88 lines
2.8 KiB
C
#pragma once
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#include <stdint.h>
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#include <m-list.h>
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#include "views/bubble_animation_view.h"
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/** Main structure to handle animation data.
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* Contains all, including animation playing data (BubbleAnimation),
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* data for random animation selection (StorageAnimationMeta) and
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* flag of location internal/external */
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typedef struct StorageAnimation StorageAnimation;
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typedef struct {
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const char* name;
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uint8_t min_butthurt;
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uint8_t max_butthurt;
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uint8_t min_level;
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uint8_t max_level;
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uint8_t weight;
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} StorageAnimationManifestInfo;
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/** Container to return available animations list */
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LIST_DEF(StorageAnimationList, StorageAnimation*, M_PTR_OPLIST)
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#define M_OPL_StorageAnimationList_t() LIST_OPLIST(StorageAnimationList)
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/**
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* Fill list of available animations.
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* List will contain all idle animations on inner flash
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* and all available on SD-card, mentioned in manifest.txt.
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* Performs caching of animation. If fail - falls back to
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* inner animation.
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* List has to be initialized.
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*
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* @list list to fill with animations data
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*/
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void animation_storage_fill_animation_list(StorageAnimationList_t* list);
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/**
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* Get bubble animation of storage animation.
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* Bubble Animation is a structure which describes animation
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* independent of it's place of storage and meta data.
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* It contain all what is need to be played.
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* If storage_animation is not cached - caches it.
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*
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* @storage_animation animation from which extract bubble animation
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* @return bubble_animation, NULL if failed to cache data.
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*/
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const BubbleAnimation* animation_storage_get_bubble_animation(StorageAnimation* storage_animation);
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/**
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* Performs caching animation data (Bubble Animation)
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* if this is not done yet.
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*
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* @storage_animation animation to cache
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*/
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void animation_storage_cache_animation(StorageAnimation* storage_animation);
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/**
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* Find animation by name.
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* Search through the inner flash, and SD-card if has.
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*
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* @name name of animation
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* @return found animation. NULL if nothing found.
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*/
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StorageAnimation* animation_storage_find_animation(const char* name);
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/**
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* Get meta information of storage animation.
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* This information allows to randomly select animation.
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* Also it contains name. Never returns NULL.
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*
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* @storage_animation item of whom we have to extract meta.
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* @return meta itself
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*/
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StorageAnimationManifestInfo* animation_storage_get_meta(StorageAnimation* storage_animation);
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/**
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* Free storage_animation, which previously acquired
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* by Animation Storage.
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*
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* @storage_animation item to free. NULL-ed after all.
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*/
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void animation_storage_free_storage_animation(StorageAnimation** storage_animation);
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/**
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* Has to be called at least 1 time to initialize runtime structures
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* of animations in inner flash.
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*/
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void animation_storage_initialize_internal_animations(void);
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