* 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>
		
			
				
	
	
		
			411 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			411 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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#include "cmsis_os2.h"
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#include "../animation_manager.h"
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#include "../animation_storage.h"
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#include "furi-hal-delay.h"
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#include "furi-hal-resources.h"
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#include "furi/check.h"
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#include "furi/memmgr.h"
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#include "gui/canvas.h"
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#include "gui/elements.h"
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#include "gui/view.h"
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#include "input/input.h"
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#include <furi.h>
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#include "portmacro.h"
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#include <gui/icon.h>
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#include <stdint.h>
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#include <FreeRTOS.h>
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#include <timers.h>
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#include "bubble_animation_view.h"
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#include <gui/icon_i.h>
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#define ACTIVE_SHIFT 2
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typedef struct {
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    const BubbleAnimation* current;
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    const FrameBubble* current_bubble;
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    uint8_t current_frame;
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    uint8_t active_cycle;
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    uint8_t active_bubbles;
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    uint8_t passive_bubbles;
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    uint8_t active_shift;
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    TickType_t active_ended_at;
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    Icon* freeze_frame;
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} BubbleAnimationViewModel;
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struct BubbleAnimationView {
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    View* view;
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    osTimerId_t timer;
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    BubbleAnimationInteractCallback interact_callback;
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    void* interact_callback_context;
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};
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static void bubble_animation_activate(BubbleAnimationView* view, bool force);
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static void bubble_animation_activate_right_now(BubbleAnimationView* view);
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static uint8_t bubble_animation_get_icon_index(BubbleAnimationViewModel* model) {
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    furi_assert(model);
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    uint8_t icon_index = 0;
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    const BubbleAnimation* animation = model->current;
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    if(model->current_frame < animation->passive_frames) {
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        icon_index = model->current_frame;
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    } else {
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        icon_index =
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            (model->current_frame - animation->passive_frames) % animation->active_frames +
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            animation->passive_frames;
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    }
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    furi_assert(icon_index < (animation->passive_frames + animation->active_frames));
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    return icon_index;
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}
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static void bubble_animation_draw_callback(Canvas* canvas, void* model_) {
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    furi_assert(model_);
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    furi_assert(canvas);
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    BubbleAnimationViewModel* model = model_;
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    const BubbleAnimation* animation = model->current;
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    if(model->freeze_frame) {
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        uint8_t y_offset = canvas_height(canvas) - icon_get_height(model->freeze_frame);
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        canvas_draw_icon(canvas, 0, y_offset, model->freeze_frame);
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        return;
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    }
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    if(!animation) {
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        return;
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    }
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    furi_assert(model->current_frame < 255);
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    const Icon* icon = animation->icons[bubble_animation_get_icon_index(model)];
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    furi_assert(icon);
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    uint8_t y_offset = canvas_height(canvas) - icon_get_height(icon);
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    canvas_draw_icon(canvas, 0, y_offset, icon);
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    const FrameBubble* bubble = model->current_bubble;
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    if(bubble) {
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        if((model->current_frame >= bubble->starts_at_frame) &&
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           (model->current_frame <= bubble->ends_at_frame)) {
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            const Bubble* b = &bubble->bubble;
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            elements_bubble_str(canvas, b->x, b->y, b->str, b->horizontal, b->vertical);
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        }
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    }
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}
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static FrameBubble* bubble_animation_pick_bubble(BubbleAnimationViewModel* model, bool active) {
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    FrameBubble* bubble = NULL;
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    if((model->active_bubbles == 0) && (model->passive_bubbles == 0)) {
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        return NULL;
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    }
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    uint8_t index = random() % (active ? model->active_bubbles : model->passive_bubbles);
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    const BubbleAnimation* animation = model->current;
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    for(int i = 0; i < animation->frame_bubbles_count; ++i) {
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        if((animation->frame_bubbles[i]->starts_at_frame < animation->passive_frames) ^ active) {
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            if(!index) {
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                bubble = animation->frame_bubbles[i];
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            }
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            --index;
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        }
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    }
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    return bubble;
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}
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static bool bubble_animation_input_callback(InputEvent* event, void* context) {
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    furi_assert(context);
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    furi_assert(event);
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    BubbleAnimationView* animation_view = context;
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    bool consumed = false;
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    if(event->type == InputTypePress) {
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        bubble_animation_activate(animation_view, false);
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    }
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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(animation_view->interact_callback) {
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                animation_view->interact_callback(animation_view->interact_callback_context);
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            }
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        }
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    } else if(event->key == InputKeyBack) {
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        /* Prevent back button to fall down to common handler - leaving
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         * application, so consume */
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        consumed = true;
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    }
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    return consumed;
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}
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static void bubble_animation_activate(BubbleAnimationView* view, bool force) {
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    furi_assert(view);
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    bool activate = true;
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    BubbleAnimationViewModel* model = view_get_model(view->view);
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    if(!model->current) {
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        activate = false;
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    } else if(model->freeze_frame) {
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        activate = false;
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    } else if(model->current->active_frames == 0) {
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        activate = false;
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    }
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    if(!force) {
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        if((model->active_ended_at + model->current->active_cooldown * 1000) >
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           xTaskGetTickCount()) {
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            activate = false;
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        } else if(model->active_shift) {
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            activate = false;
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        } else if(model->current_frame >= model->current->passive_frames) {
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            activate = false;
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        }
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    }
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    view_commit_model(view->view, false);
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    if(!activate && !force) {
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        return;
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    }
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    if(ACTIVE_SHIFT > 0) {
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        BubbleAnimationViewModel* model = view_get_model(view->view);
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        model->active_shift = ACTIVE_SHIFT;
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        view_commit_model(view->view, false);
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    } else {
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        bubble_animation_activate_right_now(view);
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    }
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}
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static void bubble_animation_activate_right_now(BubbleAnimationView* view) {
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    furi_assert(view);
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    uint8_t frame_rate = 0;
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    BubbleAnimationViewModel* model = view_get_model(view->view);
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    if(model->current && (model->current->active_frames > 0) && (!model->freeze_frame)) {
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        model->current_frame = model->current->passive_frames;
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        model->current_bubble = bubble_animation_pick_bubble(model, true);
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        frame_rate = model->current->frame_rate;
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    }
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    view_commit_model(view->view, true);
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    if(frame_rate) {
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        osTimerStart(view->timer, 1000 / frame_rate);
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    }
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}
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static void bubble_animation_next_frame(BubbleAnimationViewModel* model) {
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    furi_assert(model);
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    if(!model->current) {
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        return;
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    }
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    if(model->current_frame < model->current->passive_frames) {
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        model->current_frame = (model->current_frame + 1) % model->current->passive_frames;
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    } else {
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        ++model->current_frame;
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        model->active_cycle +=
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            !((model->current_frame - model->current->passive_frames) %
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              model->current->active_frames);
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        if(model->active_cycle >= model->current->active_cycles) {
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            // switch to passive
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            model->active_cycle = 0;
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            model->current_frame = 0;
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            model->current_bubble = bubble_animation_pick_bubble(model, false);
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            model->active_ended_at = xTaskGetTickCount();
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        }
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        if(model->current_bubble) {
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            if(model->current_frame > model->current_bubble->ends_at_frame) {
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                model->current_bubble = model->current_bubble->next_bubble;
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            }
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        }
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    }
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}
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static void bubble_animation_timer_callback(void* context) {
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    furi_assert(context);
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    BubbleAnimationView* view = context;
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    bool activate = false;
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    BubbleAnimationViewModel* model = view_get_model(view->view);
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    if(model->active_shift > 0) {
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        activate = (--model->active_shift == 0);
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    }
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    if(!model->freeze_frame && !activate) {
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        bubble_animation_next_frame(model);
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    }
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    view_commit_model(view->view, !activate);
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    if(activate) {
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        bubble_animation_activate_right_now(view);
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    }
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}
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static Icon* bubble_animation_clone_frame(const Icon* icon_orig) {
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    furi_assert(icon_orig);
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    furi_assert(icon_orig->frames);
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    furi_assert(icon_orig->frames[0]);
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    Icon* icon_clone = furi_alloc(sizeof(Icon));
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    memcpy(icon_clone, icon_orig, sizeof(Icon));
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    icon_clone->frames = furi_alloc(sizeof(uint8_t*));
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    /* icon bitmap can be either compressed or not. It is compressed if
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     * compressed size is less than original, so max size for bitmap is
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     * uncompressed (width * height) + 1 byte (in uncompressed case)
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     * for compressed header
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     */
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    size_t max_bitmap_size = ROUND_UP_TO(icon_orig->width, 8) * icon_orig->height + 1;
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    icon_clone->frames[0] = furi_alloc(max_bitmap_size);
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    memcpy((void*)icon_clone->frames[0], icon_orig->frames[0], max_bitmap_size);
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    return icon_clone;
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}
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static void bubble_animation_release_frame(Icon** icon) {
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    furi_assert(icon);
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    furi_assert(*icon);
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    free((void*)(*icon)->frames[0]);
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    free((*icon)->frames);
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    free(*icon);
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    *icon = NULL;
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}
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static void bubble_animation_enter(void* context) {
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    furi_assert(context);
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    BubbleAnimationView* view = context;
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    bubble_animation_activate(view, false);
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    BubbleAnimationViewModel* model = view_get_model(view->view);
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    uint8_t frame_rate = model->current->frame_rate;
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    view_commit_model(view->view, false);
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    if(frame_rate) {
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        osTimerStart(view->timer, 1000 / frame_rate);
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    }
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}
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static void bubble_animation_exit(void* context) {
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    furi_assert(context);
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    BubbleAnimationView* view = context;
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    osTimerStop(view->timer);
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}
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BubbleAnimationView* bubble_animation_view_alloc(void) {
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    BubbleAnimationView* view = furi_alloc(sizeof(BubbleAnimationView));
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    view->view = view_alloc();
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    view->interact_callback = NULL;
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    view->timer = osTimerNew(bubble_animation_timer_callback, osTimerPeriodic, view, NULL);
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    view_allocate_model(view->view, ViewModelTypeLocking, sizeof(BubbleAnimationViewModel));
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    view_set_context(view->view, view);
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    view_set_draw_callback(view->view, bubble_animation_draw_callback);
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    view_set_input_callback(view->view, bubble_animation_input_callback);
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    view_set_enter_callback(view->view, bubble_animation_enter);
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    view_set_exit_callback(view->view, bubble_animation_exit);
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    return view;
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}
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void bubble_animation_view_free(BubbleAnimationView* view) {
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    furi_assert(view);
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    view_set_draw_callback(view->view, NULL);
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    view_set_input_callback(view->view, NULL);
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    view_set_context(view->view, NULL);
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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 bubble_animation_view_set_interact_callback(
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    BubbleAnimationView* view,
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    BubbleAnimationInteractCallback 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 bubble_animation_view_set_animation(
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    BubbleAnimationView* view,
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    const BubbleAnimation* new_animation) {
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    furi_assert(view);
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    furi_assert(new_animation);
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    BubbleAnimationViewModel* model = view_get_model(view->view);
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    furi_assert(model);
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    model->current = new_animation;
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    model->active_ended_at = xTaskGetTickCount() - (model->current->active_cooldown * 1000);
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    model->active_bubbles = 0;
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    model->passive_bubbles = 0;
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    for(int i = 0; i < new_animation->frame_bubbles_count; ++i) {
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        if(new_animation->frame_bubbles[i]->starts_at_frame < new_animation->passive_frames) {
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            ++model->passive_bubbles;
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        } else {
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            ++model->active_bubbles;
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        }
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    }
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    /* select bubble sequence */
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    model->current_bubble = bubble_animation_pick_bubble(model, false);
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    model->current_frame = 0;
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    model->active_cycle = 0;
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    view_commit_model(view->view, true);
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    osTimerStart(view->timer, 1000 / new_animation->frame_rate);
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}
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void bubble_animation_freeze(BubbleAnimationView* view) {
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    furi_assert(view);
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    BubbleAnimationViewModel* model = view_get_model(view->view);
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    furi_assert(model->current);
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    furi_assert(!model->freeze_frame);
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    /* always freeze first passive frame, because
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     * animation is always activated at unfreezing and played
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     * passive frame first, and 2 frames after - active
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     */
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    uint8_t icon_index = 0;
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    model->freeze_frame = bubble_animation_clone_frame(model->current->icons[icon_index]);
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    model->current = NULL;
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    view_commit_model(view->view, false);
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    osTimerStop(view->timer);
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}
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void bubble_animation_unfreeze(BubbleAnimationView* view) {
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    furi_assert(view);
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    uint8_t frame_rate;
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    BubbleAnimationViewModel* model = view_get_model(view->view);
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    furi_assert(model->freeze_frame);
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    bubble_animation_release_frame(&model->freeze_frame);
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    furi_assert(model->current);
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    furi_assert(model->current->icons);
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    frame_rate = model->current->frame_rate;
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    view_commit_model(view->view, true);
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    osTimerStart(view->timer, 1000 / frame_rate);
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    bubble_animation_activate(view, false);
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}
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View* bubble_animation_get_view(BubbleAnimationView* view) {
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    furi_assert(view);
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    return view->view;
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}
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