* Dolphin Animation Refactoring, part 1 * Remove animations from desktop * Remove excess, first start * Split animation_manager with callbacks * allocate view inside animation_view * Work on ViewComposed * Draw white rectangles under bubble corners * Fix bubbles sequence * RPC: remove obsolete include "status.pb.h" * Add animations manifest decoding * Flipper file: add strict mode * FFF: Animation structures parsing * Assembling structure of animation * Lot of view fixes: Add multi-line bubbles Add support for passive bubbles (frame_order values starts from passive now) Add hard-coded delay (active_shift) for active state enabling Fix active state handling Fix leaks Fix parsing uncorrect bubble_animation meta file Fix bubble rules of showing * Animation load/unload & view freeze/unfreeze * Blocking & system animations, fixes: View correct activation Refactoring + blocking animation Freeze first passive/active frames Many insert/eject SD tests fixes Add system animations Add Loader events app started/finished Add system no_sd animation * Assets: dolphin packer. Scripts: minor refactoring. * Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules. * Github: rebuild assets on build * Docker: add missing dependencies for assets compilation * Docker: fix run command syntax * ReadMe: update naming rules with link to source * Assets: recompile icons * Loader: add loader event * Desktop, Gui, Furi Core: const shenanigans macros Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
		
			
				
	
	
		
			152 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#pragma once
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#include "dolphin/dolphin.h"
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#include <gui/view.h>
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#include <stdint.h>
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typedef struct AnimationManager AnimationManager;
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typedef struct {
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    uint8_t x;
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    uint8_t y;
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    const char* str;
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    Align horizontal;
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    Align vertical;
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} Bubble;
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typedef struct FrameBubble {
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    Bubble bubble;
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    uint8_t starts_at_frame;
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    uint8_t ends_at_frame;
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    struct FrameBubble* next_bubble;
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} FrameBubble;
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typedef struct {
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    FrameBubble** frame_bubbles;
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    uint8_t frame_bubbles_count;
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    const Icon** icons;
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    uint8_t passive_frames;
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    uint8_t active_frames;
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    uint8_t active_cycles;
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    uint8_t frame_rate;
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    uint16_t duration;
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    uint16_t active_cooldown;
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} BubbleAnimation;
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typedef void (*AnimationManagerSetNewIdleAnimationCallback)(void* context);
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typedef void (*AnimationManagerCheckBlockingCallback)(void* context);
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typedef void (*AnimationManagerInteractCallback)(void*);
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/**
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 * Allocate Animation Manager
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 *
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 * @return animation manager instance
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 */
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AnimationManager* animation_manager_alloc(void);
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/**
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 * Free Animation Manager
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 *
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 * @animation_manager   instance
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 */
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void animation_manager_free(AnimationManager* animation_manager);
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/**
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 * Get View of Animation Manager
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 *
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 * @animation_manager   instance
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 * @return      view
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 */
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View* animation_manager_get_animation_view(AnimationManager* animation_manager);
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/**
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 * Set context for all callbacks for Animation Manager
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 *
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 * @animation_manager   instance
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 * @context             context
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 */
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void animation_manager_set_context(AnimationManager* animation_manager, void* context);
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/**
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 * Set callback for Animation Manager for defered calls
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 * for animation_manager_new_idle_process().
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 * Animation Manager doesn't have it's own thread, so main thread gives
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 * callbacks to A.M. to call when it should perform some inner manipulations.
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 * This callback is called from other threads and should notify main thread
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 * when to call animation_manager_new_idle_process().
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 * So scheme is this:
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 * A.M. sets callbacks,
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 * callbacks notifies main thread
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 * main thread in its own context calls appropriate *_process() function.
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 *
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 * @animation_manager   instance
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 * @callback            callback
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 */
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void animation_manager_set_new_idle_callback(
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    AnimationManager* animation_manager,
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    AnimationManagerSetNewIdleAnimationCallback callback);
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/**
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 * Function to call in main thread as a response to
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 * set_new_idle_callback's call.
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 *
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 * @animation_manager   instance
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 */
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void animation_manager_new_idle_process(AnimationManager* animation_manager);
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/**
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 * Set callback for Animation Manager for defered calls
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 * for animation_manager_check_blocking_process().
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 *
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 * @animation_manager   instance
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 * @callback            callback
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 */
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void animation_manager_set_check_callback(
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    AnimationManager* animation_manager,
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    AnimationManagerCheckBlockingCallback callback);
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/**
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 * Function to call in main thread as a response to
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 * set_new_idle_callback's call.
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 *
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 * @animation_manager   instance
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 */
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void animation_manager_check_blocking_process(AnimationManager* animation_manager);
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/**
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 * Set callback for Animation Manager for defered calls
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 * for animation_manager_interact_process().
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 *
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 * @animation_manager   instance
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 * @callback            callback
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 */
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void animation_manager_set_interact_callback(
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    AnimationManager* animation_manager,
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    AnimationManagerInteractCallback callback);
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/**
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 * Function to call in main thread as a response to
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 * set_new_idle_callback's call.
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 *
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 * @animation_manager   instance
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 */
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void animation_manager_interact_process(AnimationManager* animation_manager);
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/**
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 * Unload and Stall animation actions. Draw callback in view
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 * paints first frame of current animation until
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 * animation_manager_load_and_continue_animation() is called.
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 * Can't be called multiple times. Every Stall has to be finished
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 * with Continue.
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 *
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 * @animation_manager   instance
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 */
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void animation_manager_unload_and_stall_animation(AnimationManager* animation_manager);
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/**
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 * Load and Contunue execution of animation manager.
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 *
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 * @animation_manager   instance
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 */
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void animation_manager_load_and_continue_animation(AnimationManager* animation_manager);
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