[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965)
* Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
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@@ -1,34 +1,35 @@
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#pragma once
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#include "dolphin/dolphin.h"
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#include <gui/view.h>
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#include <gui/icon_i.h>
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#include <stdint.h>
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#include <dolphin/dolphin.h>
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typedef struct AnimationManager AnimationManager;
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typedef struct {
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uint8_t x;
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uint8_t y;
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const char* str;
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Align horizontal;
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Align vertical;
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const char* text;
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Align align_h;
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Align align_v;
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} Bubble;
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typedef struct FrameBubble {
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Bubble bubble;
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uint8_t starts_at_frame;
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uint8_t ends_at_frame;
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struct FrameBubble* next_bubble;
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uint8_t start_frame;
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uint8_t end_frame;
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const struct FrameBubble* next_bubble;
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} FrameBubble;
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typedef struct {
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FrameBubble** frame_bubbles;
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uint8_t frame_bubbles_count;
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const Icon** icons;
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const FrameBubble* const* frame_bubble_sequences;
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uint8_t frame_bubble_sequences_count;
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const Icon icon_animation;
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uint8_t frame_order[20];
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uint8_t passive_frames;
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uint8_t active_frames;
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uint8_t active_cycles;
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uint8_t frame_rate;
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uint16_t duration;
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uint16_t active_cooldown;
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} BubbleAnimation;
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