#include "desktop/helpers/desktop_animation.h" #include "assets_icons.h" #include "desktop_animation_i.h" #include "cmsis_os2.h" #include "furi/common_defines.h" #include "furi/record.h" #include "storage/filesystem-api-defines.h" #include #include #include #include #include LIST_DEF(AnimationList, const PairedAnimation*, M_PTR_OPLIST) #define M_OPL_AnimationList_t() LIST_OPLIST(AnimationList) #define PUSH_BACK_ANIMATIONS(listname, animations, butthurt) \ for(int i = 0; i < COUNT_OF(animations); ++i) { \ if(!(animations)[i].basic->butthurt_level_mask || \ ((animations)[i].basic->butthurt_level_mask & BUTTHURT_LEVEL(butthurt))) { \ AnimationList_push_back(animation_list, &(animations)[i]); \ } \ } #define IS_BLOCKING_ANIMATION(x) \ (((x) != DesktopAnimationStateBasic) && ((x) != DesktopAnimationStateActive)) #define IS_ONESHOT_ANIMATION(x) ((x) == DesktopAnimationStateLevelUpIsPending) static void desktop_animation_timer_callback(void* context); struct DesktopAnimation { bool sd_shown_error_db; bool sd_shown_error_card_bad; osTimerId_t timer; const PairedAnimation* current; const Icon* current_blocking_icon; const Icon** current_one_shot_icons; uint8_t one_shot_animation_counter; uint8_t one_shot_animation_size; DesktopAnimationState state; TickType_t basic_started_at; TickType_t active_finished_at; AnimationChangedCallback animation_changed_callback; void* animation_changed_callback_context; }; DesktopAnimation* desktop_animation_alloc(void) { DesktopAnimation* animation = furi_alloc(sizeof(DesktopAnimation)); animation->timer = osTimerNew( desktop_animation_timer_callback, osTimerPeriodic /* osTimerOnce */, animation, NULL); animation->active_finished_at = (TickType_t)(-30); animation->basic_started_at = 0; animation->animation_changed_callback = NULL; animation->animation_changed_callback_context = NULL; desktop_start_new_idle_animation(animation); return animation; } void desktop_animation_free(DesktopAnimation* animation) { furi_assert(animation); osTimerDelete(animation->timer); free(animation); } void desktop_animation_set_animation_changed_callback( DesktopAnimation* animation, AnimationChangedCallback callback, void* context) { furi_assert(animation); animation->animation_changed_callback = callback; animation->animation_changed_callback_context = context; } void desktop_start_new_idle_animation(DesktopAnimation* animation) { Dolphin* dolphin = furi_record_open("dolphin"); DolphinStats stats = dolphin_stats(dolphin); furi_record_close("dolphin"); furi_assert((stats.level >= 1) && (stats.level <= 3)); uint8_t level = stats.level; AnimationList_t animation_list; AnimationList_init(animation_list); PUSH_BACK_ANIMATIONS(animation_list, mad_animation, stats.butthurt); PUSH_BACK_ANIMATIONS(animation_list, calm_animation, stats.butthurt); switch(level) { case 1: PUSH_BACK_ANIMATIONS(animation_list, level_1_animation, stats.butthurt); break; case 2: PUSH_BACK_ANIMATIONS(animation_list, level_2_animation, stats.butthurt); break; case 3: PUSH_BACK_ANIMATIONS(animation_list, level_3_animation, stats.butthurt); break; default: furi_crash("Dolphin level is out of bounds"); } Power* power = furi_record_open("power"); PowerInfo info; power_get_info(power, &info); if(!power_is_battery_well(&info)) { PUSH_BACK_ANIMATIONS(animation_list, check_battery_animation, stats.butthurt); } Storage* storage = furi_record_open("storage"); FS_Error sd_status = storage_sd_status(storage); animation->current = NULL; if(sd_status == FSE_NOT_READY) { PUSH_BACK_ANIMATIONS(animation_list, no_sd_animation, stats.butthurt); animation->sd_shown_error_card_bad = false; animation->sd_shown_error_db = false; } uint32_t whole_weight = 0; for M_EACH(item, animation_list, AnimationList_t) { whole_weight += (*item)->basic->weight; } uint32_t lucky_number = random() % whole_weight; uint32_t weight = 0; const PairedAnimation* selected = NULL; for M_EACH(item, animation_list, AnimationList_t) { if(lucky_number < weight) { break; } weight += (*item)->basic->weight; selected = *item; } animation->basic_started_at = osKernelGetTickCount(); animation->current = selected; osTimerStart(animation->timer, animation->current->basic->duration * 1000); animation->state = DesktopAnimationStateBasic; furi_assert(selected); AnimationList_clear(animation_list); } static void desktop_animation_timer_callback(void* context) { furi_assert(context); DesktopAnimation* animation = context; TickType_t now_ms = osKernelGetTickCount(); AnimationList_t animation_list; AnimationList_init(animation_list); bool new_basic_animation = false; if(animation->state == DesktopAnimationStateActive) { animation->state = DesktopAnimationStateBasic; TickType_t basic_lasts_ms = now_ms - animation->basic_started_at; animation->active_finished_at = now_ms; TickType_t basic_duration_ms = animation->current->basic->duration * 1000; if(basic_lasts_ms > basic_duration_ms) { // if active animation finished, and basic duration came to an end // select new idle animation new_basic_animation = true; } else { // if active animation finished, but basic duration is not finished // play current animation for the rest of time furi_assert(basic_duration_ms != basic_lasts_ms); osTimerStart(animation->timer, basic_duration_ms - basic_lasts_ms); } } else if(animation->state == DesktopAnimationStateBasic) { // if basic animation finished // select new idle animation new_basic_animation = true; } if(new_basic_animation) { animation->basic_started_at = now_ms; desktop_start_new_idle_animation(animation); } // for oneshot generate events every time if(animation->animation_changed_callback) { animation->animation_changed_callback(animation->animation_changed_callback_context); } } void desktop_animation_activate(DesktopAnimation* animation) { furi_assert(animation); if(animation->state != DesktopAnimationStateBasic) { return; } if(animation->state == DesktopAnimationStateActive) { return; } if(!animation->current->active) { return; } TickType_t now = osKernelGetTickCount(); TickType_t time_since_last_active = now - animation->active_finished_at; if(time_since_last_active > (animation->current->basic->active_cooldown * 1000)) { animation->state = DesktopAnimationStateActive; furi_assert(animation->current->active->duration > 0); osTimerStart(animation->timer, animation->current->active->duration * 1000); if(animation->animation_changed_callback) { animation->animation_changed_callback(animation->animation_changed_callback_context); } } } static const Icon* desktop_animation_get_current_idle_animation( DesktopAnimation* animation, bool* status_bar_background_black) { const ActiveAnimation* active = animation->current->active; const BasicAnimation* basic = animation->current->basic; if(animation->state == DesktopAnimationStateActive && active->icon) { *status_bar_background_black = active->black_status_bar; return active->icon; } else { *status_bar_background_black = basic->black_status_bar; return basic->icon; } } // Every time somebody starts 'desktop_animation_get_animation()' // 1) check if there is a new level // 2) check if there is SD card corruption // 3) check if the SD card is empty // 4) if all false - get idle animation const Icon* desktop_animation_get_animation( DesktopAnimation* animation, bool* status_bar_background_black) { Dolphin* dolphin = furi_record_open("dolphin"); Storage* storage = furi_record_open("storage"); const Icon* icon = NULL; furi_assert(animation); FS_Error sd_status = storage_sd_status(storage); if(IS_BLOCKING_ANIMATION(animation->state)) { // don't give new animation till blocked animation // is reseted icon = animation->current_blocking_icon; } if(!icon) { if(sd_status == FSE_INTERNAL) { osTimerStop(animation->timer); icon = &A_CardBad_128x51; animation->current_blocking_icon = icon; animation->state = DesktopAnimationStateSDCorrupted; animation->sd_shown_error_card_bad = true; animation->sd_shown_error_db = false; } else if(sd_status == FSE_NOT_READY) { animation->sd_shown_error_card_bad = false; animation->sd_shown_error_db = false; } else if(sd_status == FSE_OK) { bool db_exists = storage_common_stat(storage, "/ext/manifest.txt", NULL) == FSE_OK; if(db_exists && !animation->sd_shown_error_db) { osTimerStop(animation->timer); icon = &A_CardNoDB_128x51; animation->current_blocking_icon = icon; animation->state = DesktopAnimationStateSDEmpty; animation->sd_shown_error_db = true; } } } DolphinStats stats = dolphin_stats(dolphin); if(!icon && stats.level_up_is_pending) { osTimerStop(animation->timer); icon = &A_LevelUpPending_128x51; animation->current_blocking_icon = icon; animation->state = DesktopAnimationStateLevelUpIsPending; } if(!icon) { icon = desktop_animation_get_current_idle_animation(animation, status_bar_background_black); } else { status_bar_background_black = false; } furi_record_close("storage"); furi_record_close("dolphin"); return icon; } DesktopAnimationState desktop_animation_handle_right(DesktopAnimation* animation) { furi_assert(animation); bool reset_animation = false; bool update_animation = false; switch(animation->state) { case DesktopAnimationStateActive: case DesktopAnimationStateBasic: /* nothing */ break; case DesktopAnimationStateLevelUpIsPending: /* do nothing, main scene should change itself */ break; case DesktopAnimationStateSDCorrupted: reset_animation = true; break; case DesktopAnimationStateSDEmpty: animation->state = DesktopAnimationStateSDEmptyURL; animation->current_blocking_icon = &A_CardNoDBUrl_128x51; update_animation = true; break; case DesktopAnimationStateSDEmptyURL: reset_animation = true; break; default: furi_crash("Unhandled desktop animation state"); } if(reset_animation) { desktop_start_new_idle_animation(animation); update_animation = true; } if(update_animation) { if(animation->animation_changed_callback) { animation->animation_changed_callback(animation->animation_changed_callback_context); } } return animation->state; } #define LEVELUP_FRAME_RATE (0.2) void desktop_animation_start_oneshot_levelup(DesktopAnimation* animation) { animation->one_shot_animation_counter = 0; animation->state = DesktopAnimationStateLevelUpIsPending; Dolphin* dolphin = furi_record_open("dolphin"); DolphinStats stats = dolphin_stats(dolphin); furi_record_close("dolphin"); furi_assert(stats.level_up_is_pending); if(stats.level == 1) { animation->current_one_shot_icons = animation_level2up; animation->one_shot_animation_size = COUNT_OF(animation_level2up); } else if(stats.level == 2) { animation->current_one_shot_icons = animation_level3up; animation->one_shot_animation_size = COUNT_OF(animation_level3up); } else { furi_crash("Dolphin level is out of bounds"); } osTimerStart(animation->timer, LEVELUP_FRAME_RATE * 1000); } const Icon* desktop_animation_get_oneshot_frame(DesktopAnimation* animation) { furi_assert(IS_ONESHOT_ANIMATION(animation->state)); furi_assert(animation->one_shot_animation_size > 0); const Icon* icon = NULL; if(animation->one_shot_animation_counter < animation->one_shot_animation_size) { icon = animation->current_one_shot_icons[animation->one_shot_animation_counter]; ++animation->one_shot_animation_counter; } else { animation->state = DesktopAnimationStateBasic; animation->one_shot_animation_size = 0; osTimerStop(animation->timer); icon = NULL; } return icon; }