[FL-1908] New animation update scheme (#737)
* Assets: update desktop animation frame rate and cleanup. * Power: update ViewPort only if changed. * Gui: tie IconAnimation with View, new update event generation scheme. Desktop: update IconAnimation usage. Co-authored-by: DrZlo13 <who.just.the.doctor@gmail.com>
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@@ -20,13 +20,12 @@ void locked_view_timer_callback(void* context) {
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}
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// temporary locked screen animation managment
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static void
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desktop_scene_handler_set_scene(DesktopLockedView* locked_view, const Icon* icon_data) {
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static void desktop_locked_set_scene(DesktopLockedView* locked_view, const Icon* icon_data) {
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with_view_model(
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locked_view->view, (DesktopLockedViewModel * model) {
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if(model->animation) icon_animation_free(model->animation);
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model->animation = icon_animation_alloc(icon_data);
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icon_animation_start(model->animation);
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view_tie_icon_animation(locked_view->view, model->animation);
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return true;
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});
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}
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@@ -148,6 +147,25 @@ bool desktop_locked_input(InputEvent* event, void* context) {
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return true;
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}
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void desktop_locked_enter(void* context) {
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DesktopLockedView* locked_view = context;
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with_view_model(
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locked_view->view, (DesktopLockedViewModel * model) {
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if(model->animation) icon_animation_start(model->animation);
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return false;
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});
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}
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void desktop_locked_exit(void* context) {
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DesktopLockedView* locked_view = context;
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with_view_model(
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locked_view->view, (DesktopLockedViewModel * model) {
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if(model->animation) icon_animation_stop(model->animation);
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return false;
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});
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}
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DesktopLockedView* desktop_locked_alloc() {
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DesktopLockedView* locked_view = furi_alloc(sizeof(DesktopLockedView));
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locked_view->view = view_alloc();
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@@ -158,8 +176,10 @@ DesktopLockedView* desktop_locked_alloc() {
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view_set_context(locked_view->view, locked_view);
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view_set_draw_callback(locked_view->view, (ViewDrawCallback)desktop_locked_render);
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view_set_input_callback(locked_view->view, desktop_locked_input);
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view_set_enter_callback(locked_view->view, desktop_locked_enter);
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view_set_exit_callback(locked_view->view, desktop_locked_exit);
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desktop_scene_handler_set_scene(locked_view, idle_scenes[random() % COUNT_OF(idle_scenes)]);
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desktop_locked_set_scene(locked_view, idle_scenes[random() % COUNT_OF(idle_scenes)]);
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return locked_view;
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}
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