[FL-1995] New dolphin animations (part 1) (#835)
* Desktop Animation (part 1): Ugly naked ohmygod architecture * fix butthurt, fix locked scene * Change SD icons, fixes * Fix level update animation * Fixes, correct butthurt * Clean up code * furi_assert(0) -> furi_crash("msg") * Gui: rename none layer to desktop, update docs. Co-authored-by: あく <alleteam@gmail.com>
This commit is contained in:
@@ -1,28 +1,365 @@
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#include "desktop_animation.h"
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#include "desktop/helpers/desktop_animation.h"
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#include "assets_icons.h"
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#include "desktop_animation_i.h"
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#include "cmsis_os2.h"
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#include "furi/common_defines.h"
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#include "furi/record.h"
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#include "storage/filesystem-api-defines.h"
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#include <power/power_service/power.h>
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#include <m-list.h>
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#include <storage/storage.h>
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#include <desktop/desktop.h>
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#include <dolphin/dolphin.h>
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#define TAG "DesktopAnimation"
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LIST_DEF(AnimationList, const PairedAnimation*, M_PTR_OPLIST)
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#define M_OPL_AnimationList_t() LIST_OPLIST(AnimationList)
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static const Icon* idle_scenes[] = {&A_Wink_128x64, &A_WatchingTV_128x64};
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#define PUSH_BACK_ANIMATIONS(listname, animations, butthurt) \
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for(int i = 0; i < COUNT_OF(animations); ++i) { \
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if(!(animations)[i].basic->butthurt_level_mask || \
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((animations)[i].basic->butthurt_level_mask & BUTTHURT_LEVEL(butthurt))) { \
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AnimationList_push_back(animation_list, &(animations)[i]); \
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} \
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}
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const Icon* desktop_get_icon() {
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uint8_t new = 0;
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#define IS_BLOCKING_ANIMATION(x) \
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(((x) != DesktopAnimationStateBasic) && ((x) != DesktopAnimationStateActive))
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#define IS_ONESHOT_ANIMATION(x) ((x) == DesktopAnimationStateLevelUpIsPending)
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#if 0
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// checking dolphin state here to choose appropriate animation
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static void desktop_animation_timer_callback(void* context);
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struct DesktopAnimation {
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bool sd_shown_error_db;
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bool sd_shown_error_card_bad;
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osTimerId_t timer;
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const PairedAnimation* current;
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const Icon* current_blocking_icon;
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const Icon** current_one_shot_icons;
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uint8_t one_shot_animation_counter;
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uint8_t one_shot_animation_size;
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DesktopAnimationState state;
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TickType_t basic_started_at;
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TickType_t active_finished_at;
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AnimationChangedCallback animation_changed_callback;
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void* animation_changed_callback_context;
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};
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DesktopAnimation* desktop_animation_alloc(void) {
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DesktopAnimation* animation = furi_alloc(sizeof(DesktopAnimation));
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animation->timer = osTimerNew(
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desktop_animation_timer_callback, osTimerPeriodic /* osTimerOnce */, animation, NULL);
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animation->active_finished_at = (TickType_t)(-30);
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animation->basic_started_at = 0;
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animation->animation_changed_callback = NULL;
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animation->animation_changed_callback_context = NULL;
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desktop_start_new_idle_animation(animation);
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return animation;
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}
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void desktop_animation_free(DesktopAnimation* animation) {
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furi_assert(animation);
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osTimerDelete(animation->timer);
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free(animation);
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}
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void desktop_animation_set_animation_changed_callback(
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DesktopAnimation* animation,
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AnimationChangedCallback callback,
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void* context) {
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furi_assert(animation);
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animation->animation_changed_callback = callback;
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animation->animation_changed_callback_context = context;
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}
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void desktop_start_new_idle_animation(DesktopAnimation* animation) {
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Dolphin* dolphin = furi_record_open("dolphin");
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DolphinStats stats = dolphin_stats(dolphin);
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furi_record_close("dolphin");
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furi_assert((stats.level >= 1) && (stats.level <= 3));
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uint8_t level = stats.level;
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AnimationList_t animation_list;
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AnimationList_init(animation_list);
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PUSH_BACK_ANIMATIONS(animation_list, mad_animation, stats.butthurt);
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PUSH_BACK_ANIMATIONS(animation_list, calm_animation, stats.butthurt);
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switch(level) {
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case 1:
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PUSH_BACK_ANIMATIONS(animation_list, level_1_animation, stats.butthurt);
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break;
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case 2:
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PUSH_BACK_ANIMATIONS(animation_list, level_2_animation, stats.butthurt);
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break;
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case 3:
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PUSH_BACK_ANIMATIONS(animation_list, level_3_animation, stats.butthurt);
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break;
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default:
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furi_crash("Dolphin level is out of bounds");
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}
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Power* power = furi_record_open("power");
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PowerInfo info;
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power_get_info(power, &info);
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if(!power_is_battery_well(&info)) {
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PUSH_BACK_ANIMATIONS(animation_list, check_battery_animation, stats.butthurt);
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}
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Storage* storage = furi_record_open("storage");
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FS_Error sd_status = storage_sd_status(storage);
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animation->current = NULL;
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if(sd_status == FSE_NOT_READY) {
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PUSH_BACK_ANIMATIONS(animation_list, no_sd_animation, stats.butthurt);
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animation->sd_shown_error_card_bad = false;
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animation->sd_shown_error_db = false;
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}
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uint32_t whole_weight = 0;
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for
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M_EACH(item, animation_list, AnimationList_t) {
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whole_weight += (*item)->basic->weight;
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}
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uint32_t lucky_number = random() % whole_weight;
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uint32_t weight = 0;
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const PairedAnimation* selected = NULL;
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for
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M_EACH(item, animation_list, AnimationList_t) {
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if(lucky_number < weight) {
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break;
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}
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weight += (*item)->basic->weight;
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selected = *item;
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}
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animation->basic_started_at = osKernelGetTickCount();
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animation->current = selected;
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osTimerStart(animation->timer, animation->current->basic->duration * 1000);
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animation->state = DesktopAnimationStateBasic;
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furi_assert(selected);
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AnimationList_clear(animation_list);
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}
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static void desktop_animation_timer_callback(void* context) {
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furi_assert(context);
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DesktopAnimation* animation = context;
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TickType_t now_ms = osKernelGetTickCount();
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AnimationList_t animation_list;
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AnimationList_init(animation_list);
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bool new_basic_animation = false;
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if(animation->state == DesktopAnimationStateActive) {
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animation->state = DesktopAnimationStateBasic;
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TickType_t basic_lasts_ms = now_ms - animation->basic_started_at;
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animation->active_finished_at = now_ms;
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TickType_t basic_duration_ms = animation->current->basic->duration * 1000;
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if(basic_lasts_ms > basic_duration_ms) {
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// if active animation finished, and basic duration came to an end
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// select new idle animation
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new_basic_animation = true;
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} else {
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// if active animation finished, but basic duration is not finished
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// play current animation for the rest of time
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furi_assert(basic_duration_ms != basic_lasts_ms);
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osTimerStart(animation->timer, basic_duration_ms - basic_lasts_ms);
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}
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} else if(animation->state == DesktopAnimationStateBasic) {
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// if basic animation finished
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// select new idle animation
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new_basic_animation = true;
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}
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if(new_basic_animation) {
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animation->basic_started_at = now_ms;
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desktop_start_new_idle_animation(animation);
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}
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// for oneshot generate events every time
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if(animation->animation_changed_callback) {
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animation->animation_changed_callback(animation->animation_changed_callback_context);
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}
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}
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void desktop_animation_activate(DesktopAnimation* animation) {
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furi_assert(animation);
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if(animation->state != DesktopAnimationStateBasic) {
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return;
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}
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if(animation->state == DesktopAnimationStateActive) {
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return;
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}
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if(!animation->current->active) {
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return;
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}
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TickType_t now = osKernelGetTickCount();
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TickType_t time_since_last_active = now - animation->active_finished_at;
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if(time_since_last_active > (animation->current->basic->active_cooldown * 1000)) {
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animation->state = DesktopAnimationStateActive;
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furi_assert(animation->current->active->duration > 0);
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osTimerStart(animation->timer, animation->current->active->duration * 1000);
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if(animation->animation_changed_callback) {
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animation->animation_changed_callback(animation->animation_changed_callback_context);
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}
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}
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}
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static const Icon* desktop_animation_get_current_idle_animation(DesktopAnimation* animation) {
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const Icon* active_icon = animation->current->active->icon;
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const Icon* basic_icon = animation->current->basic->icon;
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return (animation->state == DesktopAnimationStateActive && active_icon) ? active_icon :
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basic_icon;
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}
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// Every time somebody starts 'desktop_animation_get_animation()'
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// 1) check if there is a new level
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// 2) check if there is SD card corruption
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// 3) check if the SD card is empty
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// 4) if all false - get idle animation
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const Icon* desktop_animation_get_animation(DesktopAnimation* animation) {
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Dolphin* dolphin = furi_record_open("dolphin");
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Storage* storage = furi_record_open("storage");
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const Icon* icon = NULL;
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furi_assert(animation);
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FS_Error sd_status = storage_sd_status(storage);
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if(IS_BLOCKING_ANIMATION(animation->state)) {
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// don't give new animation till blocked animation
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// is reseted
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icon = animation->current_blocking_icon;
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}
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if(!icon) {
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if(sd_status == FSE_INTERNAL) {
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osTimerStop(animation->timer);
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icon = &A_CardBad_128x51;
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animation->current_blocking_icon = icon;
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animation->state = DesktopAnimationStateSDCorrupted;
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animation->sd_shown_error_card_bad = true;
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animation->sd_shown_error_db = false;
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} else if(sd_status == FSE_NOT_READY) {
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animation->sd_shown_error_card_bad = false;
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animation->sd_shown_error_db = false;
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} else if(sd_status == FSE_OK) {
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bool db_exists = storage_common_stat(storage, "/ext/manifest.txt", NULL) == FSE_OK;
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if(db_exists && !animation->sd_shown_error_db) {
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osTimerStop(animation->timer);
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icon = &A_CardNoDB_128x51;
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animation->current_blocking_icon = icon;
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animation->state = DesktopAnimationStateSDEmpty;
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animation->sd_shown_error_db = true;
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}
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}
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}
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DolphinStats stats = dolphin_stats(dolphin);
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if(!icon && stats.level_up_is_pending) {
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osTimerStop(animation->timer);
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icon = &A_LevelUpPending_128x51;
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animation->current_blocking_icon = icon;
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animation->state = DesktopAnimationStateLevelUpIsPending;
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}
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if(!icon) {
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icon = desktop_animation_get_current_idle_animation(animation);
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}
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furi_record_close("storage");
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furi_record_close("dolphin");
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return icon;
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}
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DesktopAnimationState desktop_animation_handle_right(DesktopAnimation* animation) {
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furi_assert(animation);
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bool reset_animation = false;
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bool update_animation = false;
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switch(animation->state) {
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case DesktopAnimationStateActive:
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case DesktopAnimationStateBasic:
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/* nothing */
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break;
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case DesktopAnimationStateLevelUpIsPending:
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/* do nothing, main scene should change itself */
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break;
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case DesktopAnimationStateSDCorrupted:
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reset_animation = true;
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break;
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case DesktopAnimationStateSDEmpty:
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animation->state = DesktopAnimationStateSDEmptyURL;
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animation->current_blocking_icon = &A_CardNoDBUrl_128x51;
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update_animation = true;
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break;
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case DesktopAnimationStateSDEmptyURL:
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reset_animation = true;
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break;
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default:
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furi_crash("Unhandled desktop animation state");
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}
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if(reset_animation) {
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desktop_start_new_idle_animation(animation);
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update_animation = true;
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}
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if(update_animation) {
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if(animation->animation_changed_callback) {
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animation->animation_changed_callback(animation->animation_changed_callback_context);
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}
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}
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return animation->state;
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}
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#define LEVELUP_FRAME_RATE (0.2)
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void desktop_animation_start_oneshot_levelup(DesktopAnimation* animation) {
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animation->one_shot_animation_counter = 0;
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animation->state = DesktopAnimationStateLevelUpIsPending;
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Dolphin* dolphin = furi_record_open("dolphin");
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DolphinStats stats = dolphin_stats(dolphin);
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float timediff = fabs(difftime(stats.timestamp, dolphin_state_timestamp()));
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furi_record_close("dolphin");
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furi_assert(stats.level_up_is_pending);
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if(stats.level == 1) {
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animation->current_one_shot_icons = animation_level2up;
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animation->one_shot_animation_size = COUNT_OF(animation_level2up);
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} else if(stats.level == 2) {
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animation->current_one_shot_icons = animation_level3up;
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animation->one_shot_animation_size = COUNT_OF(animation_level3up);
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} else {
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furi_crash("Dolphin level is out of bounds");
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}
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osTimerStart(animation->timer, LEVELUP_FRAME_RATE * 1000);
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}
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FURI_LOG_I(TAG, "background change");
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FURI_LOG_I(TAG, "icounter: %d", stats.icounter);
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FURI_LOG_I(TAG, "butthurt: %d", stats.butthurt);
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FURI_LOG_I(TAG, "time since deeed: %.0f", timediff);
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#endif
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const Icon* desktop_animation_get_oneshot_frame(DesktopAnimation* animation) {
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furi_assert(IS_ONESHOT_ANIMATION(animation->state));
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furi_assert(animation->one_shot_animation_size > 0);
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const Icon* icon = NULL;
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if((random() % 100) > 50) { // temp rnd selection
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new = random() % COUNT_OF(idle_scenes);
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if(animation->one_shot_animation_counter < animation->one_shot_animation_size) {
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icon = animation->current_one_shot_icons[animation->one_shot_animation_counter];
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++animation->one_shot_animation_counter;
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} else {
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animation->state = DesktopAnimationStateBasic;
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animation->one_shot_animation_size = 0;
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osTimerStop(animation->timer);
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icon = NULL;
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}
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return idle_scenes[new];
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return icon;
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}
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@@ -1,10 +1,55 @@
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#pragma once
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#include <furi.h>
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#include <math.h>
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#include <assets_icons.h>
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#include "dolphin/dolphin.h"
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#include "dolphin/helpers/dolphin_state.h"
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#include "time.h"
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#include <stdint.h>
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#include <gui/icon.h>
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const Icon* desktop_get_icon();
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typedef struct DesktopAnimation DesktopAnimation;
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typedef struct ActiveAnimation ActiveAnimation;
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typedef struct BasicAnimation BasicAnimation;
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typedef enum {
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DesktopAnimationStateBasic,
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DesktopAnimationStateActive,
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DesktopAnimationStateLevelUpIsPending,
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DesktopAnimationStateSDEmpty,
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DesktopAnimationStateSDEmptyURL,
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DesktopAnimationStateSDCorrupted,
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} DesktopAnimationState;
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struct BasicAnimation {
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const Icon* icon;
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uint16_t duration; // sec
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uint16_t active_cooldown;
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uint8_t weight;
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uint16_t butthurt_level_mask;
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};
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struct ActiveAnimation {
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const Icon* icon;
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uint16_t duration; // sec
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};
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typedef struct {
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const BasicAnimation* basic;
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const ActiveAnimation* active;
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} PairedAnimation;
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typedef void (*AnimationChangedCallback)(void*);
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DesktopAnimation* desktop_animation_alloc(void);
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void desktop_animation_free(DesktopAnimation*);
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void desktop_animation_activate(DesktopAnimation* instance);
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void desktop_animation_set_animation_changed_callback(
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DesktopAnimation* instance,
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AnimationChangedCallback callback,
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void* context);
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DesktopAnimationState desktop_animation_handle_right(DesktopAnimation* animation);
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void desktop_animation_start_oneshot_levelup(DesktopAnimation* animation);
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const Icon* desktop_animation_get_animation(DesktopAnimation* animation);
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const Icon* desktop_animation_get_oneshot_frame(DesktopAnimation* animation);
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void desktop_start_new_idle_animation(DesktopAnimation* animation);
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|
330
applications/desktop/helpers/desktop_animation_i.h
Normal file
330
applications/desktop/helpers/desktop_animation_i.h
Normal file
@@ -0,0 +1,330 @@
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#include <assets_icons.h>
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#include <stddef.h>
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#include <stdint.h>
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#include <gui/icon.h>
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#include "desktop_animation.h"
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// Calm/Mad Basic Idle Animations
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#define COMMON_BASIC_DURATION (60 * 60)
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#define COMMON_ACTIVE_CYCLES 7
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#define COMMON_ACTIVE_COOLDOWN 30
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#define COMMON_WEIGHT 3
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||||
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||||
#define BUTTHURT_LEVEL(x) (1UL << (x))
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#define BUTTHURT_LEVEL_0 0
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// frames * cycles / frame_rate
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#define COMMON_ACTIVE_DURATION(x) ((x)*COMMON_ACTIVE_CYCLES / 2)
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||||
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||||
static const BasicAnimation animation_TV = {
|
||||
.icon = &A_TV_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7)};
|
||||
|
||||
static const ActiveAnimation animation_TV_active = {
|
||||
.icon = &A_TVActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_sleep = {
|
||||
.icon = &A_Sleep_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7) | BUTTHURT_LEVEL(8) |
|
||||
BUTTHURT_LEVEL(9) | BUTTHURT_LEVEL(10)};
|
||||
|
||||
static const ActiveAnimation animation_sleep_active = {
|
||||
.icon = &A_SleepActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_leaving = {
|
||||
.icon = &A_Leaving_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(13) | BUTTHURT_LEVEL(14),
|
||||
};
|
||||
|
||||
static const ActiveAnimation animation_leaving_active = {
|
||||
.icon = &A_LeavingActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_laptop = {
|
||||
.icon = &A_Laptop_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5)};
|
||||
|
||||
static const ActiveAnimation animation_laptop_active = {
|
||||
.icon = &A_LaptopActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_knife = {
|
||||
.icon = &A_Knife_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(5) | BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7) |
|
||||
BUTTHURT_LEVEL(8) | BUTTHURT_LEVEL(9) | BUTTHURT_LEVEL(10) |
|
||||
BUTTHURT_LEVEL(11) | BUTTHURT_LEVEL(12) | BUTTHURT_LEVEL(13)};
|
||||
|
||||
static const ActiveAnimation animation_knife_active = {
|
||||
.icon = &A_KnifeActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_cry = {
|
||||
.icon = &A_Cry_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7) | BUTTHURT_LEVEL(8) |
|
||||
BUTTHURT_LEVEL(9) | BUTTHURT_LEVEL(10) | BUTTHURT_LEVEL(11) |
|
||||
BUTTHURT_LEVEL(12) | BUTTHURT_LEVEL(13)};
|
||||
|
||||
static const ActiveAnimation animation_cry_active = {
|
||||
.icon = &A_CryActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(3),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_box = {
|
||||
.icon = &A_Box_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(7) | BUTTHURT_LEVEL(8) | BUTTHURT_LEVEL(9) |
|
||||
BUTTHURT_LEVEL(10) | BUTTHURT_LEVEL(11) | BUTTHURT_LEVEL(12) |
|
||||
BUTTHURT_LEVEL(13)};
|
||||
|
||||
static const ActiveAnimation animation_box_active = {
|
||||
.icon = &A_BoxActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_waves = {
|
||||
.icon = &A_Waves_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2)};
|
||||
|
||||
static const ActiveAnimation animation_waves_active = {
|
||||
.icon = &A_WavesActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
// Level Idle Animations
|
||||
|
||||
static const BasicAnimation animation_level1furippa = {
|
||||
.icon = &A_Level1Furippa_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7)};
|
||||
|
||||
static const ActiveAnimation animation_level1furippa_active = {
|
||||
.icon = &A_Level1FurippaActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(6),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_level1read = {
|
||||
.icon = &A_Level1Read_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2)};
|
||||
|
||||
static const ActiveAnimation animation_level1read_active = {
|
||||
.icon = &A_Level1ReadActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_level1toys = {
|
||||
.icon = &A_Level1Toys_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7) | BUTTHURT_LEVEL(8)};
|
||||
|
||||
static const ActiveAnimation animation_level1toys_active = {
|
||||
.icon = &A_Level1ToysActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_level2furippa = {
|
||||
.icon = &A_Level2Furippa_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7)};
|
||||
|
||||
static const ActiveAnimation animation_level2furippa_active = {
|
||||
.icon = &A_Level2FurippaActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(6),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_level2soldering = {
|
||||
.icon = &A_Level2Soldering_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7) | BUTTHURT_LEVEL(8) |
|
||||
BUTTHURT_LEVEL(9)};
|
||||
|
||||
static const ActiveAnimation animation_level2soldering_active = {
|
||||
.icon = &A_Level2SolderingActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_level2hack = {
|
||||
.icon = &A_Level2Hack_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7) | BUTTHURT_LEVEL(8)};
|
||||
|
||||
static const ActiveAnimation animation_level2hack_active = {
|
||||
.icon = &A_Level2HackActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_level3furippa = {
|
||||
.icon = &A_Level3Furippa_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7)};
|
||||
|
||||
static const ActiveAnimation animation_level3furippa_active = {
|
||||
.icon = &A_Level3FurippaActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(6),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_level3hijack = {
|
||||
.icon = &A_Level3Hijack_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7) | BUTTHURT_LEVEL(8) |
|
||||
BUTTHURT_LEVEL(9)};
|
||||
|
||||
static const ActiveAnimation animation_level3hijack_active = {
|
||||
.icon = &A_Level3HijackActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_level3lab = {
|
||||
.icon = &A_Level3Lab_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = COMMON_WEIGHT,
|
||||
.active_cooldown = COMMON_ACTIVE_COOLDOWN,
|
||||
.butthurt_level_mask = BUTTHURT_LEVEL(0) | BUTTHURT_LEVEL(1) | BUTTHURT_LEVEL(2) |
|
||||
BUTTHURT_LEVEL(3) | BUTTHURT_LEVEL(4) | BUTTHURT_LEVEL(5) |
|
||||
BUTTHURT_LEVEL(6) | BUTTHURT_LEVEL(7) | BUTTHURT_LEVEL(8)};
|
||||
|
||||
static const ActiveAnimation animation_level3lab_active = {
|
||||
.icon = &A_Level3LabActive_128x51,
|
||||
.duration = COMMON_ACTIVE_DURATION(2),
|
||||
};
|
||||
|
||||
// System Idle Animations
|
||||
|
||||
static const BasicAnimation animation_bad_battery = {
|
||||
.icon = &A_BadBattery_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = 7,
|
||||
};
|
||||
|
||||
static const BasicAnimation animation_no_sd_card = {
|
||||
.icon = &A_NoSdCard_128x51,
|
||||
.duration = COMMON_BASIC_DURATION,
|
||||
.weight = 7,
|
||||
};
|
||||
|
||||
const Icon* animation_level2up[] = {
|
||||
&I_LevelUp2_01,
|
||||
&I_LevelUp2_02,
|
||||
&I_LevelUp2_03,
|
||||
&I_LevelUp2_04,
|
||||
&I_LevelUp2_05,
|
||||
&I_LevelUp2_06,
|
||||
&I_LevelUp2_07};
|
||||
|
||||
const Icon* animation_level3up[] = {
|
||||
&I_LevelUp3_01,
|
||||
&I_LevelUp3_02,
|
||||
&I_LevelUp3_03,
|
||||
&I_LevelUp3_04,
|
||||
&I_LevelUp3_05,
|
||||
&I_LevelUp3_06,
|
||||
&I_LevelUp3_07};
|
||||
|
||||
// Blocking Idle Animations & One shot Animations represented as naked Icon
|
||||
|
||||
static const PairedAnimation calm_animation[] = {
|
||||
{.basic = &animation_TV, .active = &animation_TV_active},
|
||||
{.basic = &animation_waves, .active = &animation_waves_active},
|
||||
{.basic = &animation_sleep, .active = &animation_sleep_active},
|
||||
{.basic = &animation_laptop, .active = &animation_laptop_active},
|
||||
};
|
||||
|
||||
static const PairedAnimation mad_animation[] = {
|
||||
{.basic = &animation_cry, .active = &animation_cry_active},
|
||||
{.basic = &animation_knife, .active = &animation_knife_active},
|
||||
{.basic = &animation_box, .active = &animation_box_active},
|
||||
{.basic = &animation_leaving, .active = &animation_leaving_active},
|
||||
};
|
||||
|
||||
static const PairedAnimation level_1_animation[] = {
|
||||
{.basic = &animation_level1furippa, .active = &animation_level1furippa_active},
|
||||
{.basic = &animation_level1read, .active = &animation_level1read_active},
|
||||
{.basic = &animation_level1toys, .active = &animation_level1toys_active},
|
||||
};
|
||||
|
||||
static const PairedAnimation level_2_animation[] = {
|
||||
{.basic = &animation_level2furippa, .active = &animation_level2furippa_active},
|
||||
{.basic = &animation_level2soldering, .active = &animation_level2soldering_active},
|
||||
{.basic = &animation_level2hack, .active = &animation_level2hack_active},
|
||||
};
|
||||
|
||||
static const PairedAnimation level_3_animation[] = {
|
||||
{.basic = &animation_level3furippa, .active = &animation_level3furippa_active},
|
||||
{.basic = &animation_level3hijack, .active = &animation_level3hijack_active},
|
||||
{.basic = &animation_level3lab, .active = &animation_level3lab_active},
|
||||
};
|
||||
|
||||
static const PairedAnimation no_sd_animation[] = {
|
||||
{.basic = &animation_no_sd_card, .active = NULL},
|
||||
};
|
||||
|
||||
static const PairedAnimation check_battery_animation[] = {
|
||||
{.basic = &animation_bad_battery, .active = NULL},
|
||||
};
|
Reference in New Issue
Block a user