flipperzero-firmware/applications/desktop/animations/animation_manager.h
Albert Kharisov 84410c83b5
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965)
* 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>
2022-01-29 12:20:41 +03:00

153 lines
4.1 KiB
C

#pragma once
#include <gui/view.h>
#include <gui/icon_i.h>
#include <stdint.h>
#include <dolphin/dolphin.h>
typedef struct AnimationManager AnimationManager;
typedef struct {
uint8_t x;
uint8_t y;
const char* text;
Align align_h;
Align align_v;
} Bubble;
typedef struct FrameBubble {
Bubble bubble;
uint8_t start_frame;
uint8_t end_frame;
const struct FrameBubble* next_bubble;
} FrameBubble;
typedef struct {
const FrameBubble* const* frame_bubble_sequences;
uint8_t frame_bubble_sequences_count;
const Icon icon_animation;
uint8_t frame_order[20];
uint8_t passive_frames;
uint8_t active_frames;
uint8_t active_cycles;
uint16_t duration;
uint16_t active_cooldown;
} BubbleAnimation;
typedef void (*AnimationManagerSetNewIdleAnimationCallback)(void* context);
typedef void (*AnimationManagerCheckBlockingCallback)(void* context);
typedef void (*AnimationManagerInteractCallback)(void*);
/**
* Allocate Animation Manager
*
* @return animation manager instance
*/
AnimationManager* animation_manager_alloc(void);
/**
* Free Animation Manager
*
* @animation_manager instance
*/
void animation_manager_free(AnimationManager* animation_manager);
/**
* Get View of Animation Manager
*
* @animation_manager instance
* @return view
*/
View* animation_manager_get_animation_view(AnimationManager* animation_manager);
/**
* Set context for all callbacks for Animation Manager
*
* @animation_manager instance
* @context context
*/
void animation_manager_set_context(AnimationManager* animation_manager, void* context);
/**
* Set callback for Animation Manager for defered calls
* for animation_manager_new_idle_process().
* Animation Manager doesn't have it's own thread, so main thread gives
* callbacks to A.M. to call when it should perform some inner manipulations.
* This callback is called from other threads and should notify main thread
* when to call animation_manager_new_idle_process().
* So scheme is this:
* A.M. sets callbacks,
* callbacks notifies main thread
* main thread in its own context calls appropriate *_process() function.
*
* @animation_manager instance
* @callback callback
*/
void animation_manager_set_new_idle_callback(
AnimationManager* animation_manager,
AnimationManagerSetNewIdleAnimationCallback callback);
/**
* Function to call in main thread as a response to
* set_new_idle_callback's call.
*
* @animation_manager instance
*/
void animation_manager_new_idle_process(AnimationManager* animation_manager);
/**
* Set callback for Animation Manager for defered calls
* for animation_manager_check_blocking_process().
*
* @animation_manager instance
* @callback callback
*/
void animation_manager_set_check_callback(
AnimationManager* animation_manager,
AnimationManagerCheckBlockingCallback callback);
/**
* Function to call in main thread as a response to
* set_new_idle_callback's call.
*
* @animation_manager instance
*/
void animation_manager_check_blocking_process(AnimationManager* animation_manager);
/**
* Set callback for Animation Manager for defered calls
* for animation_manager_interact_process().
*
* @animation_manager instance
* @callback callback
*/
void animation_manager_set_interact_callback(
AnimationManager* animation_manager,
AnimationManagerInteractCallback callback);
/**
* Function to call in main thread as a response to
* set_new_idle_callback's call.
*
* @animation_manager instance
*/
void animation_manager_interact_process(AnimationManager* animation_manager);
/**
* Unload and Stall animation actions. Draw callback in view
* paints first frame of current animation until
* animation_manager_load_and_continue_animation() is called.
* Can't be called multiple times. Every Stall has to be finished
* with Continue.
*
* @animation_manager instance
*/
void animation_manager_unload_and_stall_animation(AnimationManager* animation_manager);
/**
* Load and Contunue execution of animation manager.
*
* @animation_manager instance
*/
void animation_manager_load_and_continue_animation(AnimationManager* animation_manager);