939998a8c8
* Power: wait a little bit till message displayed on screen when executing power off. FuriCore: do not use bkpt in release builds(causing HardFault when SPI is active). * Cleanup BSS section: add more consty consts to be more constish. * Desktop: properly handle autostarted applications.
95 lines
3.2 KiB
Cheetah
95 lines
3.2 KiB
Cheetah
#include <assets_{{symbol_name}}.h>
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#include <desktop/animations/animation_storage_i.h>
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#include <desktop/animations/animation_manager.h>
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#include <gui/icon_i.h>
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{% for animation in animations: %}
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{% for frame_number, frame in enumerate(animation.frames): %}
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const uint8_t _A_{{ animation.name }}_{{ frame_number }}[] = {
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{{ "%s" % ",".join("0x%x" % i for i in frame)}}
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};
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{% :endfor %}
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const uint8_t * const _A_{{animation.name}}[] = {
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{% for frame_number, frame in enumerate(animation.frames): %}
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_A_{{ animation.name }}_{{ frame_number }},
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{% :endfor %}
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};
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{% if animation.bubble_slots > 0: %}
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{% for bubble in animation.bubbles: %}
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const FrameBubble {{ animation.name }}_bubble_{{ bubble["Slot"] }}_{{ bubble["_BubbleIndex"] }};
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{% :endfor %}
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const FrameBubble* const {{animation.name}}_bubble_sequences[] = {
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{% for i in range(animation.bubble_slots): %}
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&{{animation.name}}_bubble_{{i}}_0,
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{% :endfor %}
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};
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{% for bubble in animation.bubbles: %}
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{%
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if "_NextBubbleIndex" in bubble:
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next_bubble = f'&{animation.name}_bubble_{bubble["Slot"]}_{bubble["_NextBubbleIndex"]}'
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else:
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next_bubble = "NULL"
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%}
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const FrameBubble {{animation.name}}_bubble_{{bubble["Slot"]}}_{{bubble["_BubbleIndex"]}} = {
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.bubble = {
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.x = {{bubble["X"]}},
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.y = {{bubble["Y"]}},
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.text = "{{bubble["Text"]}}",
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.align_h = Align{{bubble["AlignH"]}},
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.align_v = Align{{bubble["AlignV"]}},
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},
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.start_frame = {{bubble["StartFrame"]}},
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.end_frame = {{bubble["EndFrame"]}},
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.next_bubble = {{next_bubble}},
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};
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{% :endfor %}
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{% :endif %}
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const uint8_t {{animation.name}}_frame_order[] = { {{ "%s" % ", ".join(str(i) for i in animation.meta['Frames order']) }} };
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const BubbleAnimation BA_{{animation.name}} = {
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.icon_animation = {
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.width = {{ animation.meta['Width'] }},
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.height = {{ animation.meta['Height'] }},
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.frame_count = {{ "%d" % len(animation.frames) }},
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.frame_rate = {{ animation.meta['Frame rate'] }},
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.frames = _A_{{ animation.name }}
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},
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.frame_order = {{animation.name}}_frame_order,
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.passive_frames = {{ animation.meta['Passive frames'] }},
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.active_frames = {{ animation.meta['Active frames'] }},
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.active_cooldown = {{ animation.meta['Active cooldown'] }},
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.active_cycles = {{ animation.meta['Active cycles'] }},
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.duration = {{ animation.meta['Duration'] }},
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{% if animation.bubble_slots > 0: %}
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.frame_bubble_sequences = {{ animation.name }}_bubble_sequences,
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.frame_bubble_sequences_count = COUNT_OF({{ animation.name }}_bubble_sequences),
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{% :else: %}
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.frame_bubble_sequences = NULL,
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.frame_bubble_sequences_count = 0,
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{% :endif %}
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};
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{% :endfor %}
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const StorageAnimation {{symbol_name}}[] = {
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{% for animation in animations: %}
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{
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.animation = &BA_{{animation.name}},
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.manifest_info = {
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.name = "{{animation.name}}",
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.min_butthurt = {{animation.min_butthurt}},
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.max_butthurt = {{animation.max_butthurt}},
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.min_level = {{animation.min_level}},
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.max_level = {{animation.max_level}},
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.weight = {{animation.weight}},
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}
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},
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{% :endfor %}
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};
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const size_t {{symbol_name}}_size = COUNT_OF({{symbol_name}});
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