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bl_mcu_sdk/components/lvgl/misc/lv_anim.h

485 lines
16 KiB
C

/**
* @file lv_anim.h
*
*/
#ifndef LV_ANIM_H
#define LV_ANIM_H
#ifdef __cplusplus
extern "C" {
#endif
/*********************
* INCLUDES
*********************/
#include "../lv_conf_internal.h"
#include <stdint.h>
#include <stdbool.h>
#include <stddef.h>
/*********************
* DEFINES
*********************/
#define LV_ANIM_REPEAT_INFINITE 0xFFFF
#define LV_ANIM_PLAYTIME_INFINITE 0xFFFFFFFF
LV_EXPORT_CONST_INT(LV_ANIM_REPEAT_INFINITE);
LV_EXPORT_CONST_INT(LV_ANIM_PLAYTIME_INFINITE);
/**********************
* TYPEDEFS
**********************/
/** Can be used to indicate if animations are enabled or disabled in a case*/
typedef enum {
LV_ANIM_OFF,
LV_ANIM_ON,
} lv_anim_enable_t;
struct _lv_anim_t;
struct _lv_timer_t;
/** Get the current value during an animation*/
typedef int32_t (*lv_anim_path_cb_t)(const struct _lv_anim_t *);
/** Generic prototype of "animator" functions.
* First parameter is the variable to animate.
* Second parameter is the value to set.
* Compatible with `lv_xxx_set_yyy(obj, value)` functions
* The `x` in `_xcb_t` means it's not a fully generic prototype because
* it doesn't receive `lv_anim_t *` as its first argument*/
typedef void (*lv_anim_exec_xcb_t)(void *, int32_t);
/** Same as `lv_anim_exec_xcb_t` but receives `lv_anim_t *` as the first parameter.
* It's more consistent but less convenient. Might be used by binding generator functions.*/
typedef void (*lv_anim_custom_exec_cb_t)(struct _lv_anim_t *, int32_t);
/** Callback to call when the animation is ready*/
typedef void (*lv_anim_ready_cb_t)(struct _lv_anim_t *);
/** Callback to call when the animation really stars (considering `delay`)*/
typedef void (*lv_anim_start_cb_t)(struct _lv_anim_t *);
/** Callback used when the animation values are relative to get the current value*/
typedef int32_t (*lv_anim_get_value_cb_t)(struct _lv_anim_t *);
/** Callback used when the animation is deleted*/
typedef void (*lv_anim_deleted_cb_t)(struct _lv_anim_t *);
/** Describes an animation*/
typedef struct _lv_anim_t {
void * var; /**<Variable to animate*/
lv_anim_exec_xcb_t exec_cb; /**< Function to execute to animate*/
lv_anim_start_cb_t start_cb; /**< Call it when the animation is starts (considering `delay`)*/
lv_anim_ready_cb_t ready_cb; /**< Call it when the animation is ready*/
lv_anim_deleted_cb_t deleted_cb; /**< Call it when the animation is deleted*/
lv_anim_get_value_cb_t get_value_cb; /**< Get the current value in relative mode*/
#if LV_USE_USER_DATA
void * user_data; /**< Custom user data*/
#endif
lv_anim_path_cb_t path_cb; /**< Describe the path (curve) of animations*/
int32_t start_value; /**< Start value*/
int32_t current_value; /**< Current value*/
int32_t end_value; /**< End value*/
int32_t time; /**< Animation time in ms*/
int32_t act_time; /**< Current time in animation. Set to negative to make delay.*/
uint32_t playback_delay; /**< Wait before play back*/
uint32_t playback_time; /**< Duration of playback animation*/
uint32_t repeat_delay; /**< Wait before repeat*/
uint16_t repeat_cnt; /**< Repeat count for the animation*/
uint8_t early_apply : 1; /**< 1: Apply start value immediately even is there is `delay`*/
/*Animation system use these - user shouldn't set*/
uint8_t playback_now : 1; /**< Play back is in progress*/
uint8_t run_round : 1; /**< Indicates the animation has run in this round*/
uint8_t start_cb_called : 1; /**< Indicates that the `start_cb` was already called*/
} lv_anim_t;
/**********************
* GLOBAL PROTOTYPES
**********************/
/**
* Init. the animation module
*/
void _lv_anim_core_init(void);
/**
* Initialize an animation variable.
* E.g.:
* lv_anim_t a;
* lv_anim_init(&a);
* lv_anim_set_...(&a);
* lv_anim_start(&a);
* @param a pointer to an `lv_anim_t` variable to initialize
*/
void lv_anim_init(lv_anim_t * a);
/**
* Set a variable to animate
* @param a pointer to an initialized `lv_anim_t` variable
* @param var pointer to a variable to animate
*/
static inline void lv_anim_set_var(lv_anim_t * a, void * var)
{
a->var = var;
}
/**
* Set a function to animate `var`
* @param a pointer to an initialized `lv_anim_t` variable
* @param exec_cb a function to execute during animation
* LVGL's built-in functions can be used.
* E.g. lv_obj_set_x
*/
static inline void lv_anim_set_exec_cb(lv_anim_t * a, lv_anim_exec_xcb_t exec_cb)
{
a->exec_cb = exec_cb;
}
/**
* Set the duration of an animation
* @param a pointer to an initialized `lv_anim_t` variable
* @param duration duration of the animation in milliseconds
*/
static inline void lv_anim_set_time(lv_anim_t * a, uint32_t duration)
{
a->time = duration;
}
/**
* Set a delay before starting the animation
* @param a pointer to an initialized `lv_anim_t` variable
* @param delay delay before the animation in milliseconds
*/
static inline void lv_anim_set_delay(lv_anim_t * a, uint32_t delay)
{
a->act_time = -(int32_t)(delay);
}
/**
* Set the start and end values of an animation
* @param a pointer to an initialized `lv_anim_t` variable
* @param start the start value
* @param end the end value
*/
static inline void lv_anim_set_values(lv_anim_t * a, int32_t start, int32_t end)
{
a->start_value = start;
a->current_value = start;
a->end_value = end;
}
/**
* Similar to `lv_anim_set_exec_cb` but `lv_anim_custom_exec_cb_t` receives
* `lv_anim_t * ` as its first parameter instead of `void *`.
* This function might be used when LVGL is bound to other languages because
* it's more consistent to have `lv_anim_t *` as first parameter.
* The variable to animate can be stored in the animation's `user_data`
* @param a pointer to an initialized `lv_anim_t` variable
* @param exec_cb a function to execute.
*/
static inline void lv_anim_set_custom_exec_cb(lv_anim_t * a, lv_anim_custom_exec_cb_t exec_cb)
{
a->var = a;
a->exec_cb = (lv_anim_exec_xcb_t)exec_cb;
}
/**
* Set the path (curve) of the animation.
* @param a pointer to an initialized `lv_anim_t` variable
* @param path_cb a function to set the current value of the animation.
*/
static inline void lv_anim_set_path_cb(lv_anim_t * a, lv_anim_path_cb_t path_cb)
{
a->path_cb = path_cb;
}
/**
* Set a function call when the animation really starts (considering `delay`)
* @param a pointer to an initialized `lv_anim_t` variable
* @param start_cb a function call when the animation starts
*/
static inline void lv_anim_set_start_cb(lv_anim_t * a, lv_anim_start_cb_t start_cb)
{
a->start_cb = start_cb;
}
/**
* Set a function to use the current value of the variable and make start and end value
* relative to the returned current value.
* @param a pointer to an initialized `lv_anim_t` variable
* @param get_value_cb a function call when the animation starts
*/
static inline void lv_anim_set_get_value_cb(lv_anim_t * a, lv_anim_get_value_cb_t get_value_cb)
{
a->get_value_cb = get_value_cb;
}
/**
* Set a function call when the animation is ready
* @param a pointer to an initialized `lv_anim_t` variable
* @param ready_cb a function call when the animation is ready
*/
static inline void lv_anim_set_ready_cb(lv_anim_t * a, lv_anim_ready_cb_t ready_cb)
{
a->ready_cb = ready_cb;
}
/**
* Set a function call when the animation is deleted.
* @param a pointer to an initialized `lv_anim_t` variable
* @param deleted_cb a function call when the animation is deleted
*/
static inline void lv_anim_set_deleted_cb(lv_anim_t * a, lv_anim_deleted_cb_t deleted_cb)
{
a->deleted_cb = deleted_cb;
}
/**
* Make the animation to play back to when the forward direction is ready
* @param a pointer to an initialized `lv_anim_t` variable
* @param time the duration of the playback animation in milliseconds. 0: disable playback
*/
static inline void lv_anim_set_playback_time(lv_anim_t * a, uint32_t time)
{
a->playback_time = time;
}
/**
* Make the animation to play back to when the forward direction is ready
* @param a pointer to an initialized `lv_anim_t` variable
* @param delay delay in milliseconds before starting the playback animation.
*/
static inline void lv_anim_set_playback_delay(lv_anim_t * a, uint32_t delay)
{
a->playback_delay = delay;
}
/**
* Make the animation repeat itself.
* @param a pointer to an initialized `lv_anim_t` variable
* @param cnt repeat count or `LV_ANIM_REPEAT_INFINITE` for infinite repetition. 0: to disable repetition.
*/
static inline void lv_anim_set_repeat_count(lv_anim_t * a, uint16_t cnt)
{
a->repeat_cnt = cnt;
}
/**
* Set a delay before repeating the animation.
* @param a pointer to an initialized `lv_anim_t` variable
* @param delay delay in milliseconds before repeating the animation.
*/
static inline void lv_anim_set_repeat_delay(lv_anim_t * a, uint32_t delay)
{
a->repeat_delay = delay;
}
/**
* Set a whether the animation's should be applied immediately or only when the delay expired.
* @param a pointer to an initialized `lv_anim_t` variable
* @param en true: apply the start value immediately in `lv_anim_start`;
* false: apply the start value only when `delay` ms is elapsed and the animations really starts
*/
static inline void lv_anim_set_early_apply(lv_anim_t * a, bool en)
{
a->early_apply = en;
}
/**
* Set the custom user data field of the animation.
* @param a pointer to an initialized `lv_anim_t` variable
* @param user_data pointer to the new user_data.
*/
#if LV_USE_USER_DATA
static inline void lv_anim_set_user_data(lv_anim_t * a, void * user_data)
{
a->user_data = user_data;
}
#endif
/**
* Create an animation
* @param a an initialized 'anim_t' variable. Not required after call.
* @return pointer to the created animation (different from the `a` parameter)
*/
lv_anim_t * lv_anim_start(const lv_anim_t * a);
/**
* Get a delay before starting the animation
* @param a pointer to an initialized `lv_anim_t` variable
* @return delay before the animation in milliseconds
*/
static inline uint32_t lv_anim_get_delay(lv_anim_t * a)
{
return -a->act_time;
}
/**
* Get the time used to play the animation.
* @param a pointer to an animation.
* @return the play time in milliseconds.
*/
uint32_t lv_anim_get_playtime(lv_anim_t * a);
/**
* Get the user_data field of the animation
* @param a pointer to an initialized `lv_anim_t` variable
* @return the pointer to the custom user_data of the animation
*/
#if LV_USE_USER_DATA
static inline void * lv_anim_get_user_data(lv_anim_t * a)
{
return a->user_data;
}
#endif
/**
* Delete an animation of a variable with a given animator function
* @param var pointer to variable
* @param exec_cb a function pointer which is animating 'var',
* or NULL to ignore it and delete all the animations of 'var
* @return true: at least 1 animation is deleted, false: no animation is deleted
*/
bool lv_anim_del(void * var, lv_anim_exec_xcb_t exec_cb);
/**
* Delete all the animations
*/
void lv_anim_del_all(void);
/**
* Get the animation of a variable and its `exec_cb`.
* @param var pointer to variable
* @param exec_cb a function pointer which is animating 'var', or NULL to return first matching 'var'
* @return pointer to the animation.
*/
lv_anim_t * lv_anim_get(void * var, lv_anim_exec_xcb_t exec_cb);
/**
* Get global animation refresher timer.
* @return pointer to the animation refresher timer.
*/
struct _lv_timer_t * lv_anim_get_timer(void);
/**
* Delete an animation by getting the animated variable from `a`.
* Only animations with `exec_cb` will be deleted.
* This function exists because it's logical that all anim. functions receives an
* `lv_anim_t` as their first parameter. It's not practical in C but might make
* the API more consequent and makes easier to generate bindings.
* @param a pointer to an animation.
* @param exec_cb a function pointer which is animating 'var',
* or NULL to ignore it and delete all the animations of 'var
* @return true: at least 1 animation is deleted, false: no animation is deleted
*/
static inline bool lv_anim_custom_del(lv_anim_t * a, lv_anim_custom_exec_cb_t exec_cb)
{
return lv_anim_del(a ? a->var : NULL, (lv_anim_exec_xcb_t)exec_cb);
}
/**
* Get the animation of a variable and its `exec_cb`.
* This function exists because it's logical that all anim. functions receives an
* `lv_anim_t` as their first parameter. It's not practical in C but might make
* the API more consequent and makes easier to generate bindings.
* @param a pointer to an animation.
* @param exec_cb a function pointer which is animating 'var', or NULL to return first matching 'var'
* @return pointer to the animation.
*/
static inline lv_anim_t * lv_anim_custom_get(lv_anim_t * a, lv_anim_custom_exec_cb_t exec_cb)
{
return lv_anim_get(a ? a->var : NULL, (lv_anim_exec_xcb_t)exec_cb);
}
/**
* Get the number of currently running animations
* @return the number of running animations
*/
uint16_t lv_anim_count_running(void);
/**
* Calculate the time of an animation with a given speed and the start and end values
* @param speed speed of animation in unit/sec
* @param start start value of the animation
* @param end end value of the animation
* @return the required time [ms] for the animation with the given parameters
*/
uint32_t lv_anim_speed_to_time(uint32_t speed, int32_t start, int32_t end);
/**
* Manually refresh the state of the animations.
* Useful to make the animations running in a blocking process where
* `lv_timer_handler` can't run for a while.
* Shouldn't be used directly because it is called in `lv_refr_now()`.
*/
void lv_anim_refr_now(void);
/**
* Calculate the current value of an animation applying linear characteristic
* @param a pointer to an animation
* @return the current value to set
*/
int32_t lv_anim_path_linear(const lv_anim_t * a);
/**
* Calculate the current value of an animation slowing down the start phase
* @param a pointer to an animation
* @return the current value to set
*/
int32_t lv_anim_path_ease_in(const lv_anim_t * a);
/**
* Calculate the current value of an animation slowing down the end phase
* @param a pointer to an animation
* @return the current value to set
*/
int32_t lv_anim_path_ease_out(const lv_anim_t * a);
/**
* Calculate the current value of an animation applying an "S" characteristic (cosine)
* @param a pointer to an animation
* @return the current value to set
*/
int32_t lv_anim_path_ease_in_out(const lv_anim_t * a);
/**
* Calculate the current value of an animation with overshoot at the end
* @param a pointer to an animation
* @return the current value to set
*/
int32_t lv_anim_path_overshoot(const lv_anim_t * a);
/**
* Calculate the current value of an animation with 3 bounces
* @param a pointer to an animation
* @return the current value to set
*/
int32_t lv_anim_path_bounce(const lv_anim_t * a);
/**
* Calculate the current value of an animation applying step characteristic.
* (Set end value on the end of the animation)
* @param a pointer to an animation
* @return the current value to set
*/
int32_t lv_anim_path_step(const lv_anim_t * a);
/**********************
* GLOBAL VARIABLES
**********************/
/**********************
* MACROS
**********************/
#ifdef __cplusplus
} /*extern "C"*/
#endif
#endif /*LV_ANIM_H*/