84410c83b5
* 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>
131 lines
3.5 KiB
C
131 lines
3.5 KiB
C
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#include "one_shot_animation_view.h"
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#include <furi.h>
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#include <portmacro.h>
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#include <gui/canvas.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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typedef void (*OneShotInteractCallback)(void*);
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struct OneShotView {
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View* view;
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TimerHandle_t update_timer;
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OneShotInteractCallback interact_callback;
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void* interact_callback_context;
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};
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typedef struct {
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const Icon* icon;
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uint32_t index;
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bool block_input;
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} OneShotViewModel;
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static void one_shot_view_update_timer_callback(TimerHandle_t xTimer) {
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OneShotView* view = (void*)pvTimerGetTimerID(xTimer);
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OneShotViewModel* model = view_get_model(view->view);
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if((model->index + 1) < model->icon->frame_count) {
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++model->index;
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} else {
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model->block_input = false;
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model->index = model->icon->frame_count - 2;
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}
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view_commit_model(view->view, true);
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}
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static void one_shot_view_draw(Canvas* canvas, void* model_) {
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furi_assert(canvas);
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furi_assert(model_);
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OneShotViewModel* model = model_;
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furi_check(model->index < model->icon->frame_count);
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uint8_t y_offset = canvas_height(canvas) - model->icon->height;
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canvas_draw_bitmap(
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canvas,
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0,
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y_offset,
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model->icon->width,
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model->icon->height,
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model->icon->frames[model->index]);
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}
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static bool one_shot_view_input(InputEvent* event, void* context) {
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furi_assert(context);
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furi_assert(event);
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OneShotView* view = context;
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bool consumed = false;
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OneShotViewModel* model = view_get_model(view->view);
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consumed = model->block_input;
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view_commit_model(view->view, false);
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if(!consumed) {
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if(event->key == InputKeyRight) {
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/* Right button reserved for animation activation, so consume */
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consumed = true;
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if(event->type == InputTypeShort) {
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if(view->interact_callback) {
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view->interact_callback(view->interact_callback_context);
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}
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}
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}
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}
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return consumed;
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}
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OneShotView* one_shot_view_alloc(void) {
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OneShotView* view = furi_alloc(sizeof(OneShotView));
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view->view = view_alloc();
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view->update_timer =
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xTimerCreate("Update timer", 1000, pdTRUE, view, one_shot_view_update_timer_callback);
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view_allocate_model(view->view, ViewModelTypeLocking, sizeof(OneShotViewModel));
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view_set_context(view->view, view);
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view_set_draw_callback(view->view, one_shot_view_draw);
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view_set_input_callback(view->view, one_shot_view_input);
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return view;
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}
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void one_shot_view_free(OneShotView* view) {
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furi_assert(view);
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xTimerDelete(view->update_timer, portMAX_DELAY);
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view_free(view->view);
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view->view = NULL;
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free(view);
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}
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void one_shot_view_set_interact_callback(
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OneShotView* view,
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OneShotInteractCallback callback,
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void* context) {
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furi_assert(view);
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view->interact_callback_context = context;
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view->interact_callback = callback;
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}
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void one_shot_view_start_animation(OneShotView* view, const Icon* icon) {
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furi_assert(view);
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furi_assert(icon);
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furi_check(icon->frame_count >= 2);
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OneShotViewModel* model = view_get_model(view->view);
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model->index = 0;
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model->icon = icon;
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model->block_input = true;
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view_commit_model(view->view, true);
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xTimerChangePeriod(view->update_timer, 1000 / model->icon->frame_rate, portMAX_DELAY);
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}
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View* one_shot_view_get_view(OneShotView* view) {
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furi_assert(view);
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return view->view;
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}
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