#include "one_shot_animation_view.h" #include #include #include #include #include #include typedef void (*OneShotInteractCallback)(void*); struct OneShotView { View* view; TimerHandle_t update_timer; OneShotInteractCallback interact_callback; void* interact_callback_context; }; typedef struct { const Icon* icon; uint32_t index; bool block_input; } OneShotViewModel; static void one_shot_view_update_timer_callback(TimerHandle_t xTimer) { OneShotView* view = (void*)pvTimerGetTimerID(xTimer); OneShotViewModel* model = view_get_model(view->view); if((model->index + 1) < model->icon->frame_count) { ++model->index; } else { model->block_input = false; model->index = model->icon->frame_count - 2; } view_commit_model(view->view, true); } static void one_shot_view_draw(Canvas* canvas, void* model_) { furi_assert(canvas); furi_assert(model_); OneShotViewModel* model = model_; furi_check(model->index < model->icon->frame_count); uint8_t y_offset = canvas_height(canvas) - model->icon->height; canvas_draw_bitmap( canvas, 0, y_offset, model->icon->width, model->icon->height, model->icon->frames[model->index]); } static bool one_shot_view_input(InputEvent* event, void* context) { furi_assert(context); furi_assert(event); OneShotView* view = context; bool consumed = false; OneShotViewModel* model = view_get_model(view->view); consumed = model->block_input; view_commit_model(view->view, false); if(!consumed) { if(event->key == InputKeyRight) { /* Right button reserved for animation activation, so consume */ consumed = true; if(event->type == InputTypeShort) { if(view->interact_callback) { view->interact_callback(view->interact_callback_context); } } } } return consumed; } OneShotView* one_shot_view_alloc(void) { OneShotView* view = furi_alloc(sizeof(OneShotView)); view->view = view_alloc(); view->update_timer = xTimerCreate(NULL, 1000, pdTRUE, view, one_shot_view_update_timer_callback); view_allocate_model(view->view, ViewModelTypeLocking, sizeof(OneShotViewModel)); view_set_context(view->view, view); view_set_draw_callback(view->view, one_shot_view_draw); view_set_input_callback(view->view, one_shot_view_input); return view; } void one_shot_view_free(OneShotView* view) { furi_assert(view); xTimerDelete(view->update_timer, portMAX_DELAY); view_free(view->view); view->view = NULL; free(view); } void one_shot_view_set_interact_callback( OneShotView* view, OneShotInteractCallback callback, void* context) { furi_assert(view); view->interact_callback_context = context; view->interact_callback = callback; } void one_shot_view_start_animation(OneShotView* view, const Icon* icon) { furi_assert(view); furi_assert(icon); furi_check(icon->frame_count >= 2); OneShotViewModel* model = view_get_model(view->view); model->index = 0; model->icon = icon; model->block_input = true; view_commit_model(view->view, true); xTimerChangePeriod(view->update_timer, 1000 / model->icon->frame_rate, portMAX_DELAY); } View* one_shot_view_get_view(OneShotView* view) { furi_assert(view); return view->view; }