mirror of
https://github.com/CTCaer/hekate
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185526d134
BDK will allow developers to use the full collection of drivers, with limited editing, if any, for making payloads for Nintendo Switch. Using a single source for everything will also help decoupling Switch specific code and easily port it to other Tegra X1/X1+ platforms. And maybe even to lower targets. Everything is now centrilized into bdk folder. Every module or project can utilize it by simply including it. This is just the start and it will continue to improve.
176 lines
4.7 KiB
C
176 lines
4.7 KiB
C
/**
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* @file anim.h
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*
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*/
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#ifndef ANIM_H
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#define ANIM_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*********************
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* INCLUDES
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*********************/
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#ifdef LV_CONF_INCLUDE_SIMPLE
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#include "lv_conf.h"
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#else
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#include "../../lv_conf.h"
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#endif
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#if USE_LV_ANIMATION
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#include <stdint.h>
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/*********************
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* DEFINES
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*********************/
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/**********************
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* TYPEDEFS
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**********************/
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struct _lv_anim_t;
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typedef int32_t(*lv_anim_path_t)(const struct _lv_anim_t*);
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typedef void (*lv_anim_fp_t)(void *, int32_t);
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typedef void (*lv_anim_cb_t)(void *);
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typedef struct _lv_anim_t
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{
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void * var; /*Variable to animate*/
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lv_anim_fp_t fp; /*Animator function*/
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lv_anim_cb_t end_cb; /*Call it when the animation is ready*/
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lv_anim_path_t path; /*An array with the steps of animations*/
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int32_t start; /*Start value*/
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int32_t end; /*End value*/
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uint16_t time; /*Animation time in ms*/
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int16_t act_time; /*Current time in animation. Set to negative to make delay.*/
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uint16_t playback_pause; /*Wait before play back*/
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uint16_t repeat_pause; /*Wait before repeat*/
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uint8_t playback :1; /*When the animation is ready play it back*/
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uint8_t repeat :1; /*Repeat the animation infinitely*/
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/*Animation system use these - user shouldn't set*/
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uint8_t playback_now :1; /*Play back is in progress*/
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uint32_t has_run :1; /*Indicates the animation has run it this round*/
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} lv_anim_t;
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/*Example initialization
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lv_anim_t a;
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a.var = obj;
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a.start = lv_obj_get_height(obj);
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a.end = new_height;
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a.fp = (lv_anim_fp_t)lv_obj_set_height;
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a.path = lv_anim_path_linear;
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a.end_cb = NULL;
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a.act_time = 0;
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a.time = 200;
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a.playback = 0;
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a.playback_pause = 0;
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a.repeat = 0;
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a.repeat_pause = 0;
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lv_anim_create(&a);
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*/
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/**********************
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* GLOBAL PROTOTYPES
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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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* 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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* Delete an animation for a variable with a given animatior 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 ignore it and delete all animation with '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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* 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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* 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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* 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 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 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 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 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 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 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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* MACROS
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**********************/
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#endif /*USE_LV_ANIMATION == 0*/
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif /*LV_ANIM_H*/
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