[FL-2150] Dolphin animation refactoring (#938)
* Dolphin Animation Refactoring, part 1 * Remove animations from desktop * Remove excess, first start * Split animation_manager with callbacks * allocate view inside animation_view * Work on ViewComposed * Draw white rectangles under bubble corners * Fix bubbles sequence * RPC: remove obsolete include "status.pb.h" * Add animations manifest decoding * Flipper file: add strict mode * FFF: Animation structures parsing * Assembling structure of animation * Lot of view fixes: Add multi-line bubbles Add support for passive bubbles (frame_order values starts from passive now) Add hard-coded delay (active_shift) for active state enabling Fix active state handling Fix leaks Fix parsing uncorrect bubble_animation meta file Fix bubble rules of showing * Animation load/unload & view freeze/unfreeze * Blocking & system animations, fixes: View correct activation Refactoring + blocking animation Freeze first passive/active frames Many insert/eject SD tests fixes Add system animations Add Loader events app started/finished Add system no_sd animation * Assets: dolphin packer. Scripts: minor refactoring. * Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules. * Github: rebuild assets on build * Docker: add missing dependencies for assets compilation * Docker: fix run command syntax * ReadMe: update naming rules with link to source * Assets: recompile icons * Loader: add loader event * Desktop, Gui, Furi Core: const shenanigans macros Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
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@@ -1,34 +1,28 @@
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#include "../desktop_i.h"
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#include "../views/desktop_locked.h"
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#include "desktop/helpers/desktop_animation.h"
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#include "desktop/views/desktop_main.h"
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void desktop_scene_locked_callback(DesktopLockedEvent event, void* context) {
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void desktop_scene_locked_callback(DesktopEvent event, void* context) {
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Desktop* desktop = (Desktop*)context;
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view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
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}
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static void desktop_scene_locked_animation_changed_callback(void* context) {
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static void desktop_scene_locked_new_idle_animation_callback(void* context) {
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furi_assert(context);
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Desktop* desktop = context;
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view_dispatcher_send_custom_event(desktop->view_dispatcher, DesktopMainEventUpdateAnimation);
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view_dispatcher_send_custom_event(desktop->view_dispatcher, DesktopLockedEventCheckAnimation);
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}
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void desktop_scene_locked_on_enter(void* context) {
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Desktop* desktop = (Desktop*)context;
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DesktopLockedView* locked_view = desktop->locked_view;
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animation_manager_set_new_idle_callback(
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desktop->animation_manager, desktop_scene_locked_new_idle_animation_callback);
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desktop_locked_set_callback(locked_view, desktop_scene_locked_callback, desktop);
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desktop_locked_reset_door_pos(locked_view);
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desktop_locked_update_hint_timeout(locked_view);
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desktop_animation_set_animation_changed_callback(
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desktop->animation, desktop_scene_locked_animation_changed_callback, desktop);
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bool status_bar_background_black = false;
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const Icon* icon =
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desktop_animation_get_animation(desktop->animation, &status_bar_background_black);
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desktop_locked_set_dolphin_animation(locked_view, icon, status_bar_background_black);
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uint32_t state = scene_manager_get_scene_state(desktop->scene_manager, DesktopViewLocked);
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desktop_locked_with_pin(desktop->locked_view, state == DesktopLockedWithPin);
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@@ -39,7 +33,7 @@ void desktop_scene_locked_on_enter(void* context) {
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view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewLocked);
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}
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static bool desktop_scene_locked_check_pin(Desktop* desktop, DesktopMainEvent event) {
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static bool desktop_scene_locked_check_pin(Desktop* desktop, DesktopEvent event) {
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bool match = false;
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size_t length = desktop->pincode_buffer.length;
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@@ -81,15 +75,10 @@ bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
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case DesktopLockedEventInputReset:
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desktop->pincode_buffer.length = 0;
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break;
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case DesktopMainEventUpdateAnimation: {
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bool status_bar_background_black = false;
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const Icon* icon =
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desktop_animation_get_animation(desktop->animation, &status_bar_background_black);
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desktop_locked_set_dolphin_animation(
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desktop->locked_view, icon, status_bar_background_black);
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case DesktopLockedEventCheckAnimation:
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animation_manager_check_blocking_process(desktop->animation_manager);
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consumed = true;
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break;
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}
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default:
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if(desktop_scene_locked_check_pin(desktop, event.event)) {
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scene_manager_set_scene_state(
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@@ -106,7 +95,7 @@ bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
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void desktop_scene_locked_on_exit(void* context) {
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Desktop* desktop = (Desktop*)context;
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desktop_animation_set_animation_changed_callback(desktop->animation, NULL, NULL);
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animation_manager_set_new_idle_callback(desktop->animation_manager, NULL);
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desktop_locked_reset_counter(desktop->locked_view);
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osTimerStop(desktop->locked_view->timer);
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}
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