mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-05 02:39:15 +00:00
aa06328516
* Furi: remove direct FreeRTOS timers use * Furi: eliminate FreeRTOS headers leak. What did it cost? Everything... * SubGhz: proper public api for protocols. Format Sources. * Furi: slightly less redundant declarations * Desktop: proper types in printf * Sync API Symbols * Furi: add timer reset and fix dolphin service, fix unit tests * Furi: proper timer restart method naming and correct behavior in timer stopped state. --------- Co-authored-by: hedger <hedger@nanode.su>
409 lines
13 KiB
C
409 lines
13 KiB
C
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#include "../animation_manager.h"
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#include "../animation_storage.h"
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#include "bubble_animation_view.h"
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#include <furi_hal.h>
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#include <furi.h>
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#include <gui/canvas.h>
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#include <gui/elements.h>
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#include <gui/view.h>
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#include <gui/icon_i.h>
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#include <input/input.h>
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#include <stdint.h>
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#include <core/dangerous_defines.h>
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#define ACTIVE_SHIFT 2
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typedef struct {
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const BubbleAnimation* current;
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const FrameBubble* current_bubble;
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uint8_t current_frame;
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uint8_t active_cycle;
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uint8_t active_bubbles;
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uint8_t passive_bubbles;
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uint8_t active_shift;
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uint32_t active_ended_at;
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Icon* freeze_frame;
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} BubbleAnimationViewModel;
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struct BubbleAnimationView {
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View* view;
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FuriTimer* timer;
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BubbleAnimationInteractCallback interact_callback;
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void* interact_callback_context;
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};
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static void bubble_animation_activate(BubbleAnimationView* view, bool force);
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static void bubble_animation_activate_right_now(BubbleAnimationView* view);
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static uint8_t bubble_animation_get_frame_index(BubbleAnimationViewModel* model) {
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furi_assert(model);
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uint8_t icon_index = 0;
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const BubbleAnimation* animation = model->current;
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if(model->current_frame < animation->passive_frames) {
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icon_index = model->current_frame;
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} else {
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icon_index =
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(model->current_frame - animation->passive_frames) % animation->active_frames +
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animation->passive_frames;
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}
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furi_assert(icon_index < (animation->passive_frames + animation->active_frames));
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return animation->frame_order[icon_index];
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}
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static void bubble_animation_draw_callback(Canvas* canvas, void* model_) {
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furi_assert(model_);
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furi_assert(canvas);
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BubbleAnimationViewModel* model = model_;
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const BubbleAnimation* animation = model->current;
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if(model->freeze_frame) {
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uint8_t y_offset = canvas_height(canvas) - icon_get_height(model->freeze_frame);
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canvas_draw_icon(canvas, 0, y_offset, model->freeze_frame);
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return;
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}
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if(!animation) {
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return;
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}
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furi_assert(model->current_frame < 255);
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uint8_t index = bubble_animation_get_frame_index(model);
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uint8_t width = icon_get_width(&animation->icon_animation);
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uint8_t height = icon_get_height(&animation->icon_animation);
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uint8_t y_offset = canvas_height(canvas) - height;
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canvas_draw_bitmap(
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canvas, 0, y_offset, width, height, animation->icon_animation.frames[index]);
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const FrameBubble* bubble = model->current_bubble;
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if(bubble) {
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if((model->current_frame >= bubble->start_frame) &&
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(model->current_frame <= bubble->end_frame)) {
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const Bubble* b = &bubble->bubble;
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elements_bubble_str(canvas, b->x, b->y, b->text, b->align_h, b->align_v);
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}
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}
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}
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static const FrameBubble*
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bubble_animation_pick_bubble(BubbleAnimationViewModel* model, bool active) {
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const FrameBubble* bubble = NULL;
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if((model->active_bubbles == 0) && (model->passive_bubbles == 0)) {
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return NULL;
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}
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uint8_t index =
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furi_hal_random_get() % (active ? model->active_bubbles : model->passive_bubbles);
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const BubbleAnimation* animation = model->current;
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for(int i = 0; i < animation->frame_bubble_sequences_count; ++i) {
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if((animation->frame_bubble_sequences[i]->start_frame < animation->passive_frames) ^
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active) {
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if(!index) {
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bubble = animation->frame_bubble_sequences[i];
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}
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--index;
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}
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}
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return bubble;
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}
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static bool bubble_animation_input_callback(InputEvent* event, void* context) {
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furi_assert(context);
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furi_assert(event);
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BubbleAnimationView* animation_view = context;
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bool consumed = false;
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if(event->type == InputTypePress) {
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bubble_animation_activate(animation_view, false);
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}
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if(event->key == InputKeyRight) {
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/* Right button reserved for animation activation, so consume */
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if(event->type == InputTypeShort) {
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consumed = true;
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if(animation_view->interact_callback) {
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animation_view->interact_callback(animation_view->interact_callback_context);
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}
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}
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}
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return consumed;
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}
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static void bubble_animation_activate(BubbleAnimationView* view, bool force) {
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furi_assert(view);
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bool activate = true;
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BubbleAnimationViewModel* model = view_get_model(view->view);
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if(model->current == NULL) {
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activate = false;
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} else if(model->freeze_frame) {
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activate = false;
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} else if(model->current->active_frames == 0) {
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activate = false;
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}
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if(model->current != NULL) {
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if(!force) {
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if((model->active_ended_at + model->current->active_cooldown * 1000) >
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furi_get_tick()) {
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activate = false;
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} else if(model->active_shift) {
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activate = false;
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} else if(model->current_frame >= model->current->passive_frames) {
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activate = false;
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}
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}
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}
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view_commit_model(view->view, false);
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if(!activate && !force) {
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return;
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}
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if(ACTIVE_SHIFT > 0) {
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BubbleAnimationViewModel* model = view_get_model(view->view);
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model->active_shift = ACTIVE_SHIFT;
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view_commit_model(view->view, false);
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} else {
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bubble_animation_activate_right_now(view);
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}
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}
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static void bubble_animation_activate_right_now(BubbleAnimationView* view) {
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furi_assert(view);
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uint8_t frame_rate = 0;
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BubbleAnimationViewModel* model = view_get_model(view->view);
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if(model->current && (model->current->active_frames > 0) && (!model->freeze_frame)) {
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model->current_frame = model->current->passive_frames;
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model->current_bubble = bubble_animation_pick_bubble(model, true);
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frame_rate = model->current->icon_animation.frame_rate;
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}
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view_commit_model(view->view, true);
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if(frame_rate) {
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furi_timer_start(view->timer, 1000 / frame_rate);
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}
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}
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static void bubble_animation_next_frame(BubbleAnimationViewModel* model) {
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furi_assert(model);
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if(!model->current) {
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return;
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}
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if(model->current_frame < model->current->passive_frames) {
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model->current_frame = (model->current_frame + 1) % model->current->passive_frames;
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} else {
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++model->current_frame;
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model->active_cycle +=
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!((model->current_frame - model->current->passive_frames) %
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model->current->active_frames);
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if(model->active_cycle >= model->current->active_cycles) {
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// switch to passive
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model->active_cycle = 0;
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model->current_frame = 0;
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model->current_bubble = bubble_animation_pick_bubble(model, false);
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model->active_ended_at = furi_get_tick();
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}
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if(model->current_bubble) {
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if(model->current_frame > model->current_bubble->end_frame) {
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model->current_bubble = model->current_bubble->next_bubble;
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}
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}
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}
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}
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static void bubble_animation_timer_callback(void* context) {
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furi_assert(context);
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BubbleAnimationView* view = context;
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bool activate = false;
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BubbleAnimationViewModel* model = view_get_model(view->view);
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if(model->active_shift > 0) {
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activate = (--model->active_shift == 0);
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}
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if(!model->freeze_frame && !activate) {
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bubble_animation_next_frame(model);
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}
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view_commit_model(view->view, !activate);
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if(activate) {
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bubble_animation_activate_right_now(view);
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}
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}
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/* always freeze first passive frame, because
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* animation is always activated at unfreezing and played
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* passive frame first, and 2 frames after - active
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*/
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static Icon* bubble_animation_clone_first_frame(const Icon* icon_orig) {
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furi_assert(icon_orig);
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furi_assert(icon_orig->frames);
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furi_assert(icon_orig->frames[0]);
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Icon* icon_clone = malloc(sizeof(Icon));
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memcpy(icon_clone, icon_orig, sizeof(Icon));
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icon_clone->frames = malloc(sizeof(uint8_t*));
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/* icon bitmap can be either compressed or not. It is compressed if
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* compressed size is less than original, so max size for bitmap is
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* uncompressed (width * height) + 1 byte (in uncompressed case)
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* for compressed header
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*/
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size_t max_bitmap_size = ROUND_UP_TO(icon_orig->width, 8) * icon_orig->height + 1;
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FURI_CONST_ASSIGN_PTR(icon_clone->frames[0], malloc(max_bitmap_size));
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memcpy((void*)icon_clone->frames[0], icon_orig->frames[0], max_bitmap_size);
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FURI_CONST_ASSIGN(icon_clone->frame_count, 1);
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return icon_clone;
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}
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static void bubble_animation_release_frame(Icon** icon) {
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furi_assert(icon);
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furi_assert(*icon);
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free((void*)(*icon)->frames[0]);
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free((void*)(*icon)->frames);
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free(*icon);
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*icon = NULL;
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}
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static void bubble_animation_enter(void* context) {
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furi_assert(context);
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BubbleAnimationView* view = context;
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bubble_animation_activate(view, false);
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BubbleAnimationViewModel* model = view_get_model(view->view);
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uint8_t frame_rate = 0;
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if(model->current != NULL) {
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frame_rate = model->current->icon_animation.frame_rate;
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}
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view_commit_model(view->view, false);
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if(frame_rate) {
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furi_timer_start(view->timer, 1000 / frame_rate);
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}
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}
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static void bubble_animation_exit(void* context) {
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furi_assert(context);
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BubbleAnimationView* view = context;
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furi_timer_stop(view->timer);
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}
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BubbleAnimationView* bubble_animation_view_alloc(void) {
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BubbleAnimationView* view = malloc(sizeof(BubbleAnimationView));
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view->view = view_alloc();
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view->interact_callback = NULL;
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view->timer = furi_timer_alloc(bubble_animation_timer_callback, FuriTimerTypePeriodic, view);
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view_allocate_model(view->view, ViewModelTypeLocking, sizeof(BubbleAnimationViewModel));
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view_set_context(view->view, view);
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view_set_draw_callback(view->view, bubble_animation_draw_callback);
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view_set_input_callback(view->view, bubble_animation_input_callback);
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view_set_enter_callback(view->view, bubble_animation_enter);
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view_set_exit_callback(view->view, bubble_animation_exit);
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return view;
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}
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void bubble_animation_view_free(BubbleAnimationView* view) {
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furi_assert(view);
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view_set_draw_callback(view->view, NULL);
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view_set_input_callback(view->view, NULL);
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view_set_context(view->view, NULL);
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view_free(view->view);
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view->view = NULL;
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free(view);
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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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furi_assert(view);
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view->interact_callback_context = context;
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view->interact_callback = callback;
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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_animation) {
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furi_assert(view);
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furi_assert(new_animation);
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BubbleAnimationViewModel* model = view_get_model(view->view);
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furi_assert(model);
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model->current = new_animation;
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model->active_ended_at = furi_get_tick() - (model->current->active_cooldown * 1000);
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model->active_bubbles = 0;
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model->passive_bubbles = 0;
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for(int i = 0; i < new_animation->frame_bubble_sequences_count; ++i) {
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if(new_animation->frame_bubble_sequences[i]->start_frame < new_animation->passive_frames) {
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++model->passive_bubbles;
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} else {
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++model->active_bubbles;
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}
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}
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/* select bubble sequence */
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model->current_bubble = bubble_animation_pick_bubble(model, false);
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model->current_frame = 0;
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model->active_cycle = 0;
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view_commit_model(view->view, true);
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furi_timer_start(view->timer, 1000 / new_animation->icon_animation.frame_rate);
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}
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void bubble_animation_freeze(BubbleAnimationView* view) {
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furi_assert(view);
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BubbleAnimationViewModel* model = view_get_model(view->view);
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furi_assert(model->current);
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furi_assert(!model->freeze_frame);
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model->freeze_frame = bubble_animation_clone_first_frame(&model->current->icon_animation);
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model->current = NULL;
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view_commit_model(view->view, false);
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furi_timer_stop(view->timer);
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}
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void bubble_animation_unfreeze(BubbleAnimationView* view) {
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furi_assert(view);
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uint8_t frame_rate;
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BubbleAnimationViewModel* model = view_get_model(view->view);
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furi_assert(model->freeze_frame);
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bubble_animation_release_frame(&model->freeze_frame);
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furi_assert(model->current);
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frame_rate = model->current->icon_animation.frame_rate;
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view_commit_model(view->view, true);
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furi_timer_start(view->timer, 1000 / frame_rate);
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bubble_animation_activate(view, false);
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}
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View* bubble_animation_get_view(BubbleAnimationView* view) {
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furi_assert(view);
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return view->view;
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}
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