mirror of
https://github.com/Decscots/Lockpick_RCM
synced 2024-11-22 19:59:26 +00:00
445 lines
12 KiB
C
445 lines
12 KiB
C
/**
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* @file anim.c
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*
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*/
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/*********************
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* INCLUDES
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*********************/
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#include "lv_anim.h"
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#if USE_LV_ANIMATION
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#include <stddef.h>
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#include <string.h>
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#include "../lv_hal/lv_hal_tick.h"
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#include "lv_task.h"
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#include "lv_math.h"
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#include "lv_gc.h"
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#if defined(LV_GC_INCLUDE)
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# include LV_GC_INCLUDE
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#endif /* LV_ENABLE_GC */
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/*********************
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* DEFINES
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*********************/
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#define LV_ANIM_RESOLUTION 1024
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#define LV_ANIM_RES_SHIFT 10
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/**********************
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* TYPEDEFS
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**********************/
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/**********************
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* STATIC PROTOTYPES
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**********************/
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static void anim_task(void * param);
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static bool anim_ready_handler(lv_anim_t * a);
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/**********************
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* STATIC VARIABLES
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**********************/
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static uint32_t last_task_run;
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static bool anim_list_changed;
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/**********************
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* MACROS
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**********************/
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/**********************
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* GLOBAL FUNCTIONS
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**********************/
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/**
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* Init. the animation module
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*/
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void lv_anim_init(void)
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{
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lv_ll_init(&LV_GC_ROOT(_lv_anim_ll), sizeof(lv_anim_t));
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last_task_run = lv_tick_get();
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lv_task_create(anim_task, LV_REFR_PERIOD, LV_TASK_PRIO_MID, NULL);
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}
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/**
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* Create an animation
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* @param anim_p an initialized 'anim_t' variable. Not required after call.
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*/
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void lv_anim_create(lv_anim_t * anim_p)
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{
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LV_LOG_TRACE("animation create started")
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/* Do not let two animations for the same 'var' with the same 'fp'*/
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if(anim_p->fp != NULL) lv_anim_del(anim_p->var, anim_p->fp); /*fp == NULL would delete all animations of var*/
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/*Add the new animation to the animation linked list*/
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lv_anim_t * new_anim = lv_ll_ins_head(&LV_GC_ROOT(_lv_anim_ll));
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lv_mem_assert(new_anim);
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if(new_anim == NULL) return;
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/*Initialize the animation descriptor*/
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anim_p->playback_now = 0;
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memcpy(new_anim, anim_p, sizeof(lv_anim_t));
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/*Set the start value*/
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if(new_anim->fp != NULL) new_anim->fp(new_anim->var, new_anim->start);
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/* Creating an animation changed the linked list.
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* It's important if it happens in a ready callback. (see `anim_task`)*/
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anim_list_changed = true;
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LV_LOG_TRACE("animation created")
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}
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/**
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* Delete an animation for a variable with a given animator function
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* @param var pointer to variable
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* @param fp a function pointer which is animating 'var',
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* or NULL to delete all animations of 'var'
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* @return true: at least 1 animation is deleted, false: no animation is deleted
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*/
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bool lv_anim_del(void * var, lv_anim_fp_t fp)
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{
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lv_anim_t * a;
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lv_anim_t * a_next;
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bool del = false;
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a = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll));
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while(a != NULL) {
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/*'a' might be deleted, so get the next object while 'a' is valid*/
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a_next = lv_ll_get_next(&LV_GC_ROOT(_lv_anim_ll), a);
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if(a->var == var && (a->fp == fp || fp == NULL)) {
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lv_ll_rem(&LV_GC_ROOT(_lv_anim_ll), a);
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lv_mem_free(a);
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anim_list_changed = true; /*Read by `anim_task`. It need to know if a delete occurred in the linked list*/
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del = true;
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}
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a = a_next;
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}
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return del;
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}
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/**
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* Get the number of currently running animations
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* @return the number of running animations
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*/
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uint16_t lv_anim_count_running(void)
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{
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uint16_t cnt = 0;
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lv_anim_t * a;
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LL_READ(LV_GC_ROOT(_lv_anim_ll), a) cnt++;
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return cnt++;
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}
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/**
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* Calculate the time of an animation with a given speed and the start and end values
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* @param speed speed of animation in unit/sec
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* @param start start value of the animation
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* @param end end value of the animation
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* @return the required time [ms] for the animation with the given parameters
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*/
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uint16_t lv_anim_speed_to_time(uint16_t speed, int32_t start, int32_t end)
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{
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int32_t d = LV_MATH_ABS((int32_t) start - end);
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uint32_t time = (int32_t)((int32_t)(d * 1000) / speed);
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if(time > UINT16_MAX) time = UINT16_MAX;
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if(time == 0) {
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time++;
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}
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return time;
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}
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/**
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* Calculate the current value of an animation applying linear characteristic
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* @param a pointer to an animation
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* @return the current value to set
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*/
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int32_t lv_anim_path_linear(const lv_anim_t * a)
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{
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/*Calculate the current step*/
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uint16_t step;
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if(a->time == a->act_time) step = LV_ANIM_RESOLUTION; /*Use the last value if the time fully elapsed*/
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else step = (a->act_time * LV_ANIM_RESOLUTION) / a->time;
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/* Get the new value which will be proportional to `step`
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* and the `start` and `end` values*/
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int32_t new_value;
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new_value = (int32_t) step * (a->end - a->start);
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new_value = new_value >> LV_ANIM_RES_SHIFT;
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new_value += a->start;
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return new_value;
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}
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/**
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* Calculate the current value of an animation slowing down the start phase
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* @param a pointer to an animation
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* @return the current value to set
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*/
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int32_t lv_anim_path_ease_in(const lv_anim_t * a)
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{
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/*Calculate the current step*/
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uint32_t t;
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if(a->time == a->act_time) t = 1024;
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else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
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int32_t step = lv_bezier3(t, 0, 1, 1, 1024);
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int32_t new_value;
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new_value = (int32_t) step * (a->end - a->start);
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new_value = new_value >> 10;
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new_value += a->start;
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return new_value;
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}
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/**
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* Calculate the current value of an animation slowing down the end phase
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* @param a pointer to an animation
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* @return the current value to set
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*/
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int32_t lv_anim_path_ease_out(const lv_anim_t * a)
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{
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/*Calculate the current step*/
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uint32_t t;
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if(a->time == a->act_time) t = 1024;
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else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
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int32_t step = lv_bezier3(t, 0, 1023, 1023, 1024);
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int32_t new_value;
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new_value = (int32_t) step * (a->end - a->start);
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new_value = new_value >> 10;
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new_value += a->start;
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return new_value;
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}
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/**
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* Calculate the current value of an animation applying an "S" characteristic (cosine)
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* @param a pointer to an animation
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* @return the current value to set
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*/
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int32_t lv_anim_path_ease_in_out(const lv_anim_t * a)
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{
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/*Calculate the current step*/
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uint32_t t;
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if(a->time == a->act_time) t = 1024;
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else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
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int32_t step = lv_bezier3(t, 0, 100, 924, 1024);
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int32_t new_value;
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new_value = (int32_t) step * (a->end - a->start);
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new_value = new_value >> 10;
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new_value += a->start;
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return new_value;
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}
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/**
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* Calculate the current value of an animation with overshoot at the end
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* @param a pointer to an animation
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* @return the current value to set
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*/
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int32_t lv_anim_path_overshoot(const lv_anim_t * a)
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{
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/*Calculate the current step*/
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uint32_t t;
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if(a->time == a->act_time) t = 1024;
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else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
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int32_t step = lv_bezier3(t, 0, 600, 1300, 1024);
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int32_t new_value;
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new_value = (int32_t) step * (a->end - a->start);
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new_value = new_value >> 10;
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new_value += a->start;
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return new_value;
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}
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/**
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* Calculate the current value of an animation with 3 bounces
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* @param a pointer to an animation
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* @return the current value to set
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*/
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int32_t lv_anim_path_bounce(const lv_anim_t * a)
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{
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/*Calculate the current step*/
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uint32_t t;
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if(a->time == a->act_time) t = 1024;
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else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
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int32_t diff = (a->end - a->start);
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/*3 bounces has 5 parts: 3 down and 2 up. One part is t / 5 long*/
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if(t < 408){
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/*Go down*/
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t = (t * 2500) >> 10; /*[0..1024] range*/
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}
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else if(t >= 408 && t < 614) {
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/*First bounce back*/
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t -= 408;
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t = t * 5; /*to [0..1024] range*/
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t = 1024 - t;
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diff = diff / 6;
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}
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else if(t >= 614 && t < 819) {
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/*Fall back*/
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t -= 614;
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t = t * 5; /*to [0..1024] range*/
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diff = diff / 6;
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}
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else if(t >= 819 && t < 921) {
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/*Second bounce back*/
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t -= 819;
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t = t * 10; /*to [0..1024] range*/
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t = 1024 - t;
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diff = diff / 16;
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}
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else if(t >= 921 && t <= 1024) {
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/*Fall back*/
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t -= 921;
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t = t * 10; /*to [0..1024] range*/
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diff = diff / 16;
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}
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if(t > 1024) t = 1024;
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int32_t step = lv_bezier3(t, 1024, 1024, 800, 0);
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int32_t new_value;
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new_value = (int32_t) step * diff;
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new_value = new_value >> 10;
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new_value = a->end - new_value;
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return new_value;
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}
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/**
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* Calculate the current value of an animation applying step characteristic.
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* (Set end value on the end of the animation)
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* @param a pointer to an animation
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* @return the current value to set
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*/
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int32_t lv_anim_path_step(const lv_anim_t * a)
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{
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if(a->act_time >= a->time) return a->end;
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else return a->start;
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}
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/**********************
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* STATIC FUNCTIONS
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**********************/
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/**
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* Periodically handle the animations.
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* @param param unused
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*/
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static void anim_task(void * param)
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{
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(void)param;
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lv_anim_t * a;
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LL_READ(LV_GC_ROOT(_lv_anim_ll), a) {
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a->has_run = 0;
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}
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uint32_t elaps = lv_tick_elaps(last_task_run);
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a = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll));
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while(a != NULL) {
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/*It can be set by `lv_anim_del()` typically in `end_cb`. If set then an animation delete happened in `anim_ready_handler`
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* which could make this linked list reading corrupt because the list is changed meanwhile
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*/
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anim_list_changed = false;
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if(!a->has_run) {
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a->has_run = 1; /*The list readying might be reseted so need to know which anim has run already*/
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a->act_time += elaps;
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if(a->act_time >= 0) {
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if(a->act_time > a->time) a->act_time = a->time;
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int32_t new_value;
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new_value = a->path(a);
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if(a->fp != NULL) a->fp(a->var, new_value); /*Apply the calculated value*/
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/*If the time is elapsed the animation is ready*/
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if(a->act_time >= a->time) {
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anim_ready_handler(a);
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}
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}
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}
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/* If the linked list changed due to anim. delete then it's not safe to continue
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* the reading of the list from here -> start from the head*/
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if(anim_list_changed) a = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll));
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else a = lv_ll_get_next(&LV_GC_ROOT(_lv_anim_ll), a);
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}
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last_task_run = lv_tick_get();
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}
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/**
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* Called when an animation is ready to do the necessary thinks
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* e.g. repeat, play back, delete etc.
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* @param a pointer to an animation descriptor
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* @return true: animation delete occurred nnd the `LV_GC_ROOT(_lv_anim_ll)` has changed
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* */
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static bool anim_ready_handler(lv_anim_t * a)
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{
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/*Delete the animation if
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* - no repeat and no play back (simple one shot animation)
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* - no repeat, play back is enabled and play back is ready */
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if((a->repeat == 0 && a->playback == 0) ||
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(a->repeat == 0 && a->playback == 1 && a->playback_now == 1)) {
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void (*cb)(void *) = a->end_cb;
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void * p = a->var;
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lv_ll_rem(&LV_GC_ROOT(_lv_anim_ll), a);
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lv_mem_free(a);
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anim_list_changed = true;
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/* Call the callback function at the end*/
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/* Check if an animation is deleted in the cb function
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* if yes then the caller function has to know this*/
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if(cb != NULL) cb(p);
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}
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/*If the animation is not deleted then restart it*/
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else {
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a->act_time = - a->repeat_pause; /*Restart the animation*/
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/*Swap the start and end values in play back mode*/
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if(a->playback != 0) {
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/*If now turning back use the 'playback_pause*/
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if(a->playback_now == 0) a->act_time = - a->playback_pause;
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/*Toggle the play back state*/
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a->playback_now = a->playback_now == 0 ? 1 : 0;
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/*Swap the start and end values*/
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int32_t tmp;
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tmp = a->start;
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a->start = a->end;
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a->end = tmp;
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}
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}
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return anim_list_changed;
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}
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#endif
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