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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.
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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