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hekate/bdk/libs/lvgl/lv_objx/lv_btn.c
CTCaer 185526d134 Introducing Bootloader Development Kit (BDK)
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.
2020-06-14 15:25:21 +03:00

763 lines
25 KiB
C

/**
* @file lv_btn.c
*
*/
/*********************
* INCLUDES
*********************/
#include "lv_btn.h"
#if USE_LV_BTN != 0
#include <string.h>
#include "../lv_core/lv_group.h"
#include "../lv_draw/lv_draw.h"
#include "../lv_themes/lv_theme.h"
#include "../lv_misc/lv_area.h"
#include "../lv_misc/lv_color.h"
#include "../lv_misc/lv_math.h"
/*********************
* DEFINES
*********************/
#define LV_BTN_INK_VALUE_MAX 256
#define LV_BTN_INK_VALUE_MAX_SHIFT 8
/**********************
* TYPEDEFS
**********************/
/**********************
* STATIC PROTOTYPES
**********************/
static bool lv_btn_design(lv_obj_t * btn, const lv_area_t * mask, lv_design_mode_t mode);
static lv_res_t lv_btn_signal(lv_obj_t * btn, lv_signal_t sign, void * param);
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
static void lv_btn_ink_effect_anim(lv_obj_t * btn, int32_t val);
static void lv_btn_ink_effect_anim_ready(void * p);
#endif
/**********************
* STATIC VARIABLES
**********************/
static lv_signal_func_t ancestor_signal;
static lv_design_func_t ancestor_design;
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
static lv_coord_t ink_act_value;
static lv_obj_t * ink_obj;
static lv_btn_state_t ink_bg_state;
static lv_btn_state_t ink_top_state;
static bool ink_ready;
static bool ink_playback;
static lv_point_t ink_point;
#endif
/**********************
* MACROS
**********************/
/**********************
* GLOBAL FUNCTIONS
**********************/
/**
* Create a button objects
* @param par pointer to an object, it will be the parent of the new button
* @param copy pointer to a button object, if not NULL then the new object will be copied from it
* @return pointer to the created button
*/
lv_obj_t * lv_btn_create(lv_obj_t * par, const lv_obj_t * copy)
{
LV_LOG_TRACE("button create started");
lv_obj_t * new_btn;
new_btn = lv_cont_create(par, copy);
lv_mem_assert(new_btn);
if(new_btn == NULL) return NULL;
if(ancestor_signal == NULL) ancestor_signal = lv_obj_get_signal_func(new_btn);
if(ancestor_design == NULL) ancestor_design = lv_obj_get_design_func(new_btn);
/*Allocate the extended data*/
lv_btn_ext_t * ext = lv_obj_allocate_ext_attr(new_btn, sizeof(lv_btn_ext_t));
lv_mem_assert(ext);
if(ext == NULL) return NULL;
ext->state = LV_BTN_STATE_REL;
ext->actions[LV_BTN_ACTION_PR] = NULL;
ext->actions[LV_BTN_ACTION_CLICK] = NULL;
ext->actions[LV_BTN_ACTION_LONG_PR] = NULL;
ext->actions[LV_BTN_ACTION_LONG_PR_REPEAT] = NULL;
ext->styles[LV_BTN_STATE_REL] = &lv_style_btn_rel;
ext->styles[LV_BTN_STATE_PR] = &lv_style_btn_pr;
ext->styles[LV_BTN_STATE_TGL_REL] = &lv_style_btn_tgl_rel;
ext->styles[LV_BTN_STATE_TGL_PR] = &lv_style_btn_tgl_pr;
ext->styles[LV_BTN_STATE_INA] = &lv_style_btn_ina;
ext->long_pr_action_executed = 0;
ext->toggle = 0;
ext->idx = 0;
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
ext->ink_in_time = 0;
ext->ink_wait_time = 0;
ext->ink_out_time = 0;
#endif
lv_obj_set_signal_func(new_btn, lv_btn_signal);
lv_obj_set_design_func(new_btn, lv_btn_design);
/*If no copy do the basic initialization*/
if(copy == NULL) {
/*Set layout if the button is not a screen*/
if(par != NULL) {
lv_btn_set_layout(new_btn, LV_LAYOUT_CENTER);
}
lv_obj_set_click(new_btn, true); /*Be sure the button is clickable*/
/*Set the default styles*/
lv_theme_t * th = lv_theme_get_current();
if(th) {
lv_btn_set_style(new_btn, LV_BTN_STYLE_REL, th->btn.rel);
lv_btn_set_style(new_btn, LV_BTN_STYLE_PR, th->btn.pr);
lv_btn_set_style(new_btn, LV_BTN_STYLE_TGL_REL, th->btn.tgl_rel);
lv_btn_set_style(new_btn, LV_BTN_STYLE_TGL_PR, th->btn.tgl_pr);
lv_btn_set_style(new_btn, LV_BTN_STYLE_INA, th->btn.ina);
} else {
lv_obj_set_style(new_btn, ext->styles[LV_BTN_STATE_REL]);
}
}
/*Copy 'copy'*/
else {
lv_btn_ext_t * copy_ext = lv_obj_get_ext_attr(copy);
ext->state = copy_ext->state;
ext->toggle = copy_ext->toggle;
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
ext->ink_in_time = copy_ext->ink_in_time;
ext->ink_wait_time = copy_ext->ink_wait_time;
ext->ink_out_time = copy_ext->ink_out_time;
#endif
memcpy(ext->actions, copy_ext->actions, sizeof(ext->actions));
memcpy(ext->styles, copy_ext->styles, sizeof(ext->styles));
/*Refresh the style with new signal function*/
lv_obj_refresh_style(new_btn);
}
LV_LOG_INFO("button created");
return new_btn;
}
/*=====================
* Setter functions
*====================*/
/**
* Enable the toggled states
* @param btn pointer to a button object
* @param tgl true: enable toggled states, false: disable
*/
void lv_btn_set_toggle(lv_obj_t * btn, bool tgl)
{
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
ext->toggle = tgl != false ? 1 : 0;
}
/**
* Set the state of the button
* @param btn pointer to a button object
* @param state the new state of the button (from lv_btn_state_t enum)
*/
void lv_btn_set_state(lv_obj_t * btn, lv_btn_state_t state)
{
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
if(ext->state != state) {
ext->state = state;
lv_obj_set_style(btn, ext->styles[state]);
}
}
/**
* Toggle the state of the button (ON->OFF, OFF->ON)
* @param btn pointer to a button object
*/
void lv_btn_toggle(lv_obj_t * btn)
{
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
switch(ext->state) {
case LV_BTN_STATE_REL:
lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
break;
case LV_BTN_STATE_PR:
lv_btn_set_state(btn, LV_BTN_STATE_TGL_PR);
break;
case LV_BTN_STATE_TGL_REL:
lv_btn_set_state(btn, LV_BTN_STATE_REL);
break;
case LV_BTN_STATE_TGL_PR:
lv_btn_set_state(btn, LV_BTN_STATE_PR);
break;
default:
break;
}
}
/**
* Set a function to call when a button event happens
* @param btn pointer to a button object
* @param action type of event form 'lv_action_t' (press, release, long press, long press repeat)
*/
void lv_btn_set_action(lv_obj_t * btn, lv_btn_action_t type, lv_action_t action)
{
if(type >= LV_BTN_ACTION_NUM) return;
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
ext->actions[type] = action;
}
/**
* Set time of the ink effect (draw a circle on click to animate in the new state)
* @param btn pointer to a button object
* @param time the time of the ink animation
*/
void lv_btn_set_ink_in_time(lv_obj_t * btn, uint16_t time)
{
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
ext->ink_in_time = time;
#else
(void)btn; /*Unused*/
(void)time; /*Unused*/
LV_LOG_WARN("`lv_btn_set_ink_ink_time` has no effect if LV_BTN_INK_EFEFCT or USE_LV_ANIMATION is disabled")
#endif
}
/**
* Set the wait time before the ink disappears
* @param btn pointer to a button object
* @param time the time of the ink animation
*/
void lv_btn_set_ink_wait_time(lv_obj_t * btn, uint16_t time)
{
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
ext->ink_wait_time = time;
#else
(void)btn; /*Unused*/
(void)time; /*Unused*/
LV_LOG_WARN("`lv_btn_set_ink_wait_time` has no effect if LV_BTN_INK_EFEFCT or USE_LV_ANIMATION is disabled")
#endif
}
/**
* Set time of the ink out effect (animate to the released state)
* @param btn pointer to a button object
* @param time the time of the ink animation
*/
void lv_btn_set_ink_out_time(lv_obj_t * btn, uint16_t time)
{
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
ext->ink_out_time = time;
#else
(void)btn; /*Unused*/
(void)time; /*Unused*/
LV_LOG_WARN("`lv_btn_set_ink_out_time` has no effect if LV_BTN_INK_EFEFCT or USE_LV_ANIMATION is disabled")
#endif
}
/**
* Set a style of a button
* @param btn pointer to a button object
* @param type which style should be set
* @param style pointer to a style
*/
void lv_btn_set_style(lv_obj_t * btn, lv_btn_style_t type, lv_style_t * style)
{
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
switch(type) {
case LV_BTN_STYLE_REL:
ext->styles[LV_BTN_STATE_REL] = style;
break;
case LV_BTN_STYLE_PR:
ext->styles[LV_BTN_STATE_PR] = style;
break;
case LV_BTN_STYLE_TGL_REL:
ext->styles[LV_BTN_STATE_TGL_REL] = style;
break;
case LV_BTN_STYLE_TGL_PR:
ext->styles[LV_BTN_STATE_TGL_PR] = style;
break;
case LV_BTN_STYLE_INA:
ext->styles[LV_BTN_STATE_INA] = style;
break;
}
/*Refresh the object with the new style*/
lv_obj_set_style(btn, ext->styles[ext->state]);
}
/*=====================
* Getter functions
*====================*/
/**
* Get the current state of the button
* @param btn pointer to a button object
* @return the state of the button (from lv_btn_state_t enum)
*/
lv_btn_state_t lv_btn_get_state(const lv_obj_t * btn)
{
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
return ext->state;
}
/**
* Get the toggle enable attribute of the button
* @param btn pointer to a button object
* @return ture: toggle enabled, false: disabled
*/
bool lv_btn_get_toggle(const lv_obj_t * btn)
{
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
return ext->toggle != 0 ? true : false;
}
/**
* Get the release action of a button
* @param btn pointer to a button object
* @return pointer to the release action function
*/
lv_action_t lv_btn_get_action(const lv_obj_t * btn, lv_btn_action_t type)
{
if(type >= LV_BTN_ACTION_NUM) return NULL;
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
return ext->actions[type];
}
/**
* Get time of the ink in effect (draw a circle on click to animate in the new state)
* @param btn pointer to a button object
* @return the time of the ink animation
*/
uint16_t lv_btn_get_ink_in_time(const lv_obj_t * btn)
{
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
return ext->ink_in_time;
#else
(void)btn; /*Unused*/
return 0;
#endif
}
/**
* Get the wait time before the ink disappears
* @param btn pointer to a button object
* @return the time of the ink animation
*/
uint16_t lv_btn_get_ink_wait_time(const lv_obj_t * btn)
{
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
return ext->ink_wait_time;
#else
(void)btn; /*Unused*/
return 0;
#endif
}
/**
* Get time of the ink out effect (animate to the releases state)
* @param btn pointer to a button object
* @return the time of the ink animation
*/
uint16_t lv_btn_get_ink_out_time(const lv_obj_t * btn)
{
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
return ext->ink_in_time;
#else
(void)btn; /*Unused*/
return 0;
#endif
}
/**
* Get a style of a button
* @param btn pointer to a button object
* @param type which style should be get
* @return style pointer to a style
*/
lv_style_t * lv_btn_get_style(const lv_obj_t * btn, lv_btn_style_t type)
{
lv_style_t * style = NULL;
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
switch(type) {
case LV_BTN_STYLE_REL:
style = ext->styles[LV_BTN_STATE_REL];
break;
case LV_BTN_STYLE_PR:
style = ext->styles[LV_BTN_STATE_PR];
break;
case LV_BTN_STYLE_TGL_REL:
style = ext->styles[LV_BTN_STATE_TGL_REL];
break;
case LV_BTN_STYLE_TGL_PR:
style = ext->styles[LV_BTN_STATE_TGL_PR];
break;
case LV_BTN_STYLE_INA:
style = ext->styles[LV_BTN_STATE_INA];
break;
default:
style = NULL;
break;
}
return style;
}
/**********************
* STATIC FUNCTIONS
**********************/
/**
* Handle the drawing related tasks of the drop down lists
* @param btn pointer to an object
* @param mask the object will be drawn only in this area
* @param mode LV_DESIGN_COVER_CHK: only check if the object fully covers the 'mask_p' area
* (return 'true' if yes)
* LV_DESIGN_DRAW: draw the object (always return 'true')
* LV_DESIGN_DRAW_POST: drawing after every children are drawn
* @param return true/false, depends on 'mode'
*/
static bool lv_btn_design(lv_obj_t * btn, const lv_area_t * mask, lv_design_mode_t mode)
{
if(mode == LV_DESIGN_COVER_CHK) {
return false;
} else if(mode == LV_DESIGN_DRAW_MAIN) {
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
if(btn != ink_obj) {
ancestor_design(btn, mask, mode);
} else {
lv_opa_t opa_scale = lv_obj_get_opa_scale(btn);
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
/*Draw the normal button*/
if(ink_playback == false) {
lv_style_t style_tmp;
lv_style_copy(&style_tmp, ext->styles[ink_bg_state]);
style_tmp.body.shadow.width = ext->styles[ink_top_state]->body.shadow.width;
lv_draw_rect(&btn->coords, mask, &style_tmp, opa_scale);
lv_coord_t w = lv_obj_get_width(btn);
lv_coord_t h = lv_obj_get_height(btn);
lv_coord_t r_max = LV_MATH_MIN(w, h) / 2;
/*In the first part of the animation increase the size of the circle (ink effect) */
lv_area_t cir_area;
lv_coord_t coord_state = ink_act_value < LV_BTN_INK_VALUE_MAX / 2 ? ink_act_value : LV_BTN_INK_VALUE_MAX / 2;
lv_point_t p_act;
p_act.x = ink_point.x;
p_act.y = ink_point.y;
lv_coord_t x_err = (btn->coords.x1 + w / 2) - p_act.x;
lv_coord_t y_err = (btn->coords.y1 + h / 2) - p_act.y;
p_act.x += (x_err * coord_state) >> (LV_BTN_INK_VALUE_MAX_SHIFT - 1);
p_act.y += (y_err * coord_state) >> (LV_BTN_INK_VALUE_MAX_SHIFT - 1);
lv_coord_t half_side = LV_MATH_MAX(w, h) / 2;
cir_area.x1 = p_act.x - ((half_side * coord_state) >> (LV_BTN_INK_VALUE_MAX_SHIFT - 1));
cir_area.y1 = p_act.y - ((half_side * coord_state) >> (LV_BTN_INK_VALUE_MAX_SHIFT - 1));
cir_area.x2 = p_act.x + ((half_side * coord_state) >> (LV_BTN_INK_VALUE_MAX_SHIFT - 1));
cir_area.y2 = p_act.y + ((half_side * coord_state) >> (LV_BTN_INK_VALUE_MAX_SHIFT - 1));
lv_area_intersect(&cir_area, &btn->coords, &cir_area); /*Limit the area. (It might be too big on the smaller side)*/
/*In the second part animate the radius. Circle -> body.radius*/
lv_coord_t r_state = ink_act_value > LV_BTN_INK_VALUE_MAX / 2 ? ink_act_value - LV_BTN_INK_VALUE_MAX / 2 : 0;
lv_style_copy(&style_tmp, ext->styles[ink_top_state]);
style_tmp.body.radius = r_max + (((ext->styles[ink_bg_state]->body.radius - r_max) * r_state) >> (LV_BTN_INK_VALUE_MAX_SHIFT - 1));
style_tmp.body.border.width = 0;
/*Draw the circle*/
lv_draw_rect(&cir_area, mask, &style_tmp, opa_scale);
} else {
lv_style_t res;
lv_style_copy(&res, ext->styles[ink_bg_state]);
lv_style_mix(ext->styles[ink_bg_state], ext->styles[ink_top_state], &res, ink_act_value);
lv_draw_rect(&btn->coords, mask, &res, opa_scale);
}
}
#else
ancestor_design(btn, mask, mode);
#endif
} else if(mode == LV_DESIGN_DRAW_POST) {
ancestor_design(btn, mask, mode);
}
return true;
}
/**
* Signal function of the button
* @param btn pointer to a button object
* @param sign a signal type from lv_signal_t enum
* @param param pointer to a signal specific variable
* @return LV_RES_OK: the object is not deleted in the function; LV_RES_INV: the object is deleted
*/
static lv_res_t lv_btn_signal(lv_obj_t * btn, lv_signal_t sign, void * param)
{
lv_res_t res;
/* Include the ancient signal function */
res = ancestor_signal(btn, sign, param);
if(res != LV_RES_OK) return res;
lv_btn_ext_t * ext = lv_obj_get_ext_attr(btn);
lv_btn_state_t state = lv_btn_get_state(btn);
bool tgl = lv_btn_get_toggle(btn);
if(sign == LV_SIGNAL_PRESSED) {
/*Refresh the state*/
if(ext->state == LV_BTN_STATE_REL) {
lv_btn_set_state(btn, LV_BTN_STATE_PR);
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
ink_bg_state = LV_BTN_STATE_REL;
ink_top_state = LV_BTN_STATE_PR;
#endif
} else if(ext->state == LV_BTN_STATE_TGL_REL) {
lv_btn_set_state(btn, LV_BTN_STATE_TGL_PR);
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
ink_bg_state = LV_BTN_STATE_TGL_REL;
ink_top_state = LV_BTN_STATE_TGL_PR;
#endif
}
ext->long_pr_action_executed = 0;
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
/*Forget the old inked button*/
if(ink_obj != NULL && ink_obj != btn) {
lv_anim_del(ink_obj, (lv_anim_fp_t)lv_btn_ink_effect_anim);
lv_obj_invalidate(ink_obj);
ink_obj = NULL;
}
/*Save the new data for inking and start it's animation if enabled*/
if(ext->ink_in_time > 0) {
ink_obj = btn;
ink_playback = false;
ink_ready = false;
lv_indev_get_point(lv_indev_get_act(), &ink_point);
lv_anim_t a;
a.var = btn;
a.start = 0;
a.end = LV_BTN_INK_VALUE_MAX;
a.fp = (lv_anim_fp_t)lv_btn_ink_effect_anim;
a.path = lv_anim_path_linear;
a.end_cb = lv_btn_ink_effect_anim_ready;
a.act_time = 0;
a.time = ext->ink_in_time;
a.playback = 0;
a.playback_pause = 0;
a.repeat = 0;
a.repeat_pause = 0;
lv_anim_create(&a);
}
#endif
/*Call the press action, 'param' is the caller indev_proc*/
if(ext->actions[LV_BTN_ACTION_PR] && state != LV_BTN_STATE_INA) {
res = ext->actions[LV_BTN_ACTION_PR](btn);
}
} else if(sign == LV_SIGNAL_PRESS_LOST) {
/*Refresh the state*/
if(ext->state == LV_BTN_STATE_PR) lv_btn_set_state(btn, LV_BTN_STATE_REL);
else if(ext->state == LV_BTN_STATE_TGL_PR) lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
} else if(sign == LV_SIGNAL_PRESSING) {
/*When the button begins to drag revert pressed states to released*/
if(lv_indev_is_dragging(param) != false) {
if(ext->state == LV_BTN_STATE_PR) lv_btn_set_state(btn, LV_BTN_STATE_REL);
else if(ext->state == LV_BTN_STATE_TGL_PR) lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
}
} else if(sign == LV_SIGNAL_RELEASED) {
/*If not dragged and it was not long press action then
*change state and run the action*/
if(lv_indev_is_dragging(param) == false && ext->long_pr_action_executed == 0) {
if(ext->state == LV_BTN_STATE_PR && tgl == false) {
lv_btn_set_state(btn, LV_BTN_STATE_REL);
} else if(ext->state == LV_BTN_STATE_TGL_PR && tgl == false) {
lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
} else if(ext->state == LV_BTN_STATE_PR && tgl == true) {
lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
} else if(ext->state == LV_BTN_STATE_TGL_PR && tgl == true) {
lv_btn_set_state(btn, LV_BTN_STATE_REL);
}
if(ext->actions[LV_BTN_ACTION_CLICK] && state != LV_BTN_STATE_INA) {
res = ext->actions[LV_BTN_ACTION_CLICK](btn);
}
} else { /*If dragged change back the state*/
if(ext->state == LV_BTN_STATE_PR) {
lv_btn_set_state(btn, LV_BTN_STATE_REL);
} else if(ext->state == LV_BTN_STATE_TGL_PR) {
lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
}
}
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
/*Draw the toggled state in the inking instead*/
if(ext->toggle) {
ink_top_state = ext->state;
}
/*If not a toggle button and the "IN" inking is ready then start an "OUT" inking*/
else if(ink_ready && ext->ink_out_time > 0) {
ink_obj = btn;
ink_playback = true; /*It is the playback. If not set `lv_btn_ink_effect_anim_ready` will start its own playback*/
lv_indev_get_point(lv_indev_get_act(), &ink_point);
lv_anim_t a;
a.var = ink_obj;
a.start = LV_BTN_INK_VALUE_MAX;
a.end = 0;
a.fp = (lv_anim_fp_t)lv_btn_ink_effect_anim;
a.path = lv_anim_path_linear;
a.end_cb = lv_btn_ink_effect_anim_ready;
a.act_time = 0;
a.time = ext->ink_out_time;
a.playback = 0;
a.playback_pause = 0;
a.repeat = 0;
a.repeat_pause = 0;
lv_anim_create(&a);
}
#endif
} else if(sign == LV_SIGNAL_LONG_PRESS) {
if(ext->actions[LV_BTN_ACTION_LONG_PR] && state != LV_BTN_STATE_INA) {
ext->long_pr_action_executed = 1;
res = ext->actions[LV_BTN_ACTION_LONG_PR](btn);
}
} else if(sign == LV_SIGNAL_LONG_PRESS_REP) {
if(ext->actions[LV_BTN_ACTION_LONG_PR_REPEAT] && state != LV_BTN_STATE_INA) {
res = ext->actions[LV_BTN_ACTION_LONG_PR_REPEAT](btn);
}
} else if(sign == LV_SIGNAL_CONTROLL) {
char c = *((char *)param);
if(c == LV_GROUP_KEY_RIGHT || c == LV_GROUP_KEY_UP) {
if(lv_btn_get_toggle(btn) != false) lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
if(ext->actions[LV_BTN_ACTION_CLICK] && lv_btn_get_state(btn) != LV_BTN_STATE_INA) {
res = ext->actions[LV_BTN_ACTION_CLICK](btn);
}
} else if(c == LV_GROUP_KEY_LEFT || c == LV_GROUP_KEY_DOWN) {
if(lv_btn_get_toggle(btn) != false) lv_btn_set_state(btn, LV_BTN_STATE_REL);
if(ext->actions[LV_BTN_ACTION_CLICK] && lv_btn_get_state(btn) != LV_BTN_STATE_INA) {
res = ext->actions[LV_BTN_ACTION_CLICK](btn);
}
} else if(c == LV_GROUP_KEY_ENTER) {
if(!ext->long_pr_action_executed) {
if(lv_btn_get_toggle(btn)) {
if(state == LV_BTN_STATE_REL || state == LV_BTN_STATE_PR) lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
else if(state == LV_BTN_STATE_TGL_REL || state == LV_BTN_STATE_TGL_PR) lv_btn_set_state(btn, LV_BTN_STATE_REL);
} else {
if(state == LV_BTN_STATE_REL || state == LV_BTN_STATE_PR) lv_btn_set_state(btn, LV_BTN_STATE_REL);
else if(state == LV_BTN_STATE_TGL_REL || state == LV_BTN_STATE_TGL_PR) lv_btn_set_state(btn, LV_BTN_STATE_TGL_REL);
}
if(ext->actions[LV_BTN_ACTION_CLICK] && state != LV_BTN_STATE_INA) {
res = ext->actions[LV_BTN_ACTION_CLICK](btn);
}
}
if(res != LV_RES_INV) {
ext->long_pr_action_executed = 0;
}
}
} else if(sign == LV_SIGNAL_CLEANUP) {
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
if(btn == ink_obj) {
lv_anim_del(ink_obj, (lv_anim_fp_t)lv_btn_ink_effect_anim);
ink_obj = NULL;
}
#endif
} else if(sign == LV_SIGNAL_GET_TYPE) {
lv_obj_type_t * buf = param;
uint8_t i;
for(i = 0; i < LV_MAX_ANCESTOR_NUM - 1; i++) { /*Find the last set data*/
if(buf->type[i] == NULL) break;
}
buf->type[i] = "lv_btn";
}
return res;
}
#if USE_LV_ANIMATION && LV_BTN_INK_EFFECT
/**
* The animator function of inking. CAlled to increase the radius of ink
* @param btn pointer to the animated button
* @param val the new radius
*/
static void lv_btn_ink_effect_anim(lv_obj_t * btn, int32_t val)
{
if(btn) {
ink_act_value = val;
lv_obj_invalidate(btn);
}
}
/**
* Called to clean up when the ink animation is ready
* @param p unused
*/
static void lv_btn_ink_effect_anim_ready(void * p)
{
(void) p; /*Unused*/
lv_btn_ext_t * ext = lv_obj_get_ext_attr(ink_obj);
lv_btn_state_t state = lv_btn_get_state(ink_obj);
lv_obj_invalidate(ink_obj);
ink_ready = true;
if((state == LV_BTN_STATE_REL || state == LV_BTN_STATE_TGL_REL) && ext->toggle == 0 && ink_playback == false) {
lv_anim_t a;
a.var = ink_obj;
a.start = LV_BTN_INK_VALUE_MAX;
a.end = 0;
a.fp = (lv_anim_fp_t)lv_btn_ink_effect_anim;
a.path = lv_anim_path_linear;
a.end_cb = lv_btn_ink_effect_anim_ready;
a.act_time = -ext->ink_wait_time;
a.time = ext->ink_out_time;
a.playback = 0;
a.playback_pause = 0;
a.repeat = 0;
a.repeat_pause = 0;
lv_anim_create(&a);
ink_playback = true;
} else {
ink_obj = NULL;
}
}
#endif /*USE_LV_ANIMATION*/
#endif