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>
93 lines
3.1 KiB
Cheetah
93 lines
3.1 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 *_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 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 = { {{ "%s" % ", ".join(str(i) for i in animation.meta['Frames 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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