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/**
* @file lv_anim.c
*
*/
/*********************
* INCLUDES
*********************/
#include "lv_anim.h"
#include "../core/lv_global.h"
#include "../tick/lv_tick.h"
#include "lv_assert.h"
#include "lv_timer.h"
#include "lv_math.h"
#include "../stdlib/lv_mem.h"
#include "../stdlib/lv_string.h"
/*********************
* DEFINES
*********************/
#define LV_ANIM_RESOLUTION 1024
#define LV_ANIM_RES_SHIFT 10
#define state LV_GLOBAL_DEFAULT()->anim_state
#define anim_ll_p &(state.anim_ll)
/**********************
* TYPEDEFS
**********************/
/**********************
* STATIC PROTOTYPES
**********************/
static void anim_timer(lv_timer_t * param);
static void anim_mark_list_change(void);
static void anim_completed_handler(lv_anim_t * a);
static int32_t lv_anim_path_cubic_bezier(const lv_anim_t * a, int32_t x1,
int32_t y1, int32_t x2, int32_t y2);
static uint32_t convert_speed_to_time(uint32_t speed, int32_t start, int32_t end);
static void resolve_time(lv_anim_t * a);
static bool remove_concurrent_anims(lv_anim_t * a_current);
/**********************
* STATIC VARIABLES
**********************/
/**********************
* MACROS
**********************/
#if LV_USE_LOG && LV_LOG_TRACE_ANIM
#define LV_TRACE_ANIM(...) LV_LOG_TRACE(__VA_ARGS__)
#else
#define LV_TRACE_ANIM(...)
#endif
/**********************
* GLOBAL FUNCTIONS
**********************/
void _lv_anim_core_init(void)
{
_lv_ll_init(anim_ll_p, sizeof(lv_anim_t));
state.timer = lv_timer_create(anim_timer, LV_DEF_REFR_PERIOD, NULL);
anim_mark_list_change(); /*Turn off the animation timer*/
state.anim_list_changed = false;
state.anim_run_round = false;
}
void _lv_anim_core_deinit(void)
{
lv_anim_delete_all();
}
void lv_anim_init(lv_anim_t * a)
{
lv_memzero(a, sizeof(lv_anim_t));
a->duration = 500;
a->start_value = 0;
a->end_value = 100;
a->repeat_cnt = 1;
a->path_cb = lv_anim_path_linear;
a->early_apply = 1;
}
lv_anim_t * lv_anim_start(const lv_anim_t * a)
{
LV_TRACE_ANIM("begin");
/*Add the new animation to the animation linked list*/
lv_anim_t * new_anim = _lv_ll_ins_head(anim_ll_p);
LV_ASSERT_MALLOC(new_anim);
if(new_anim == NULL) return NULL;
/*Initialize the animation descriptor*/
lv_memcpy(new_anim, a, sizeof(lv_anim_t));
if(a->var == a) new_anim->var = new_anim;
new_anim->run_round = state.anim_run_round;
new_anim->last_timer_run = lv_tick_get();
/*Set the start value*/
if(new_anim->early_apply) {
if(new_anim->get_value_cb) {
int32_t v_ofs = new_anim->get_value_cb(new_anim);
new_anim->start_value += v_ofs;
new_anim->end_value += v_ofs;
}
resolve_time(new_anim);
/*Do not let two animations for the same 'var' with the same 'exec_cb'*/
if(a->exec_cb || a->custom_exec_cb) remove_concurrent_anims(new_anim);
if(new_anim->exec_cb) {
new_anim->exec_cb(new_anim->var, new_anim->start_value);
}
if(new_anim->custom_exec_cb) {
new_anim->custom_exec_cb(new_anim, new_anim->start_value);
}
}
/*Creating an animation changed the linked list.
*It's important if it happens in a ready callback. (see `anim_timer`)*/
anim_mark_list_change();
LV_TRACE_ANIM("finished");
return new_anim;
}
uint32_t lv_anim_get_playtime(const lv_anim_t * a)
{
if(a->repeat_cnt == LV_ANIM_REPEAT_INFINITE) {
return LV_ANIM_PLAYTIME_INFINITE;
}
uint32_t repeate_cnt = a->repeat_cnt;
if(repeate_cnt < 1) repeate_cnt = 1;
uint32_t playtime = a->repeat_delay + a->duration + a->playback_delay + a->playback_duration;
playtime = playtime * a->repeat_cnt;
return playtime;
}
bool lv_anim_delete(void * var, lv_anim_exec_xcb_t exec_cb)
{
lv_anim_t * a;
bool del_any = false;
a = _lv_ll_get_head(anim_ll_p);
while(a != NULL) {
bool del = false;
if((a->var == var || var == NULL) && (a->exec_cb == exec_cb || exec_cb == NULL)) {
_lv_ll_remove(anim_ll_p, a);
if(a->deleted_cb != NULL) a->deleted_cb(a);
lv_free(a);
anim_mark_list_change(); /*Read by `anim_timer`. It need to know if a delete occurred in
the linked list*/
del_any = true;
del = true;
}
/*Always start from the head on delete, because we don't know
*how `anim_ll_p` was changes in `a->deleted_cb` */
a = del ? _lv_ll_get_head(anim_ll_p) : _lv_ll_get_next(anim_ll_p, a);
}
return del_any;
}
void lv_anim_delete_all(void)
{
_lv_ll_clear(anim_ll_p);
anim_mark_list_change();
}
lv_anim_t * lv_anim_get(void * var, lv_anim_exec_xcb_t exec_cb)
{
lv_anim_t * a;
_LV_LL_READ(anim_ll_p, a) {
if(a->var == var && (a->exec_cb == exec_cb || exec_cb == NULL)) {
return a;
}
}
return NULL;
}
lv_timer_t * lv_anim_get_timer(void)
{
return state.timer;
}
uint16_t lv_anim_count_running(void)
{
uint16_t cnt = 0;
lv_anim_t * a;
_LV_LL_READ(anim_ll_p, a) cnt++;
return cnt;
}
uint32_t lv_anim_speed_clamped(uint32_t speed, uint32_t min_time, uint32_t max_time)
{
if(speed > 10000) {
LV_LOG_WARN("speed is truncated to 10000 (was %"LV_PRIu32")", speed);
speed = 10230;
}
if(min_time > 10000) {
LV_LOG_WARN("min_time is truncated to 10000 (was %"LV_PRIu32")", min_time);
min_time = 10230;
}
if(max_time > 10000) {
LV_LOG_WARN("max_time is truncated to 10000 (was %"LV_PRIu32")", max_time);
max_time = 10230;
}
/*Lower the resolution to fit the 0.1023 range*/
speed = (speed + 5) / 10;
min_time = (min_time + 5) / 10;
max_time = (max_time + 5) / 10;
return 0x80000000 + (max_time << 20) + (min_time << 10) + speed;
}
uint32_t lv_anim_speed(uint32_t speed)
{
return lv_anim_speed_clamped(speed, 0, 10000);
}
void lv_anim_refr_now(void)
{
anim_timer(NULL);
}
int32_t lv_anim_path_linear(const lv_anim_t * a)
{
/*Calculate the current step*/
int32_t step = lv_map(a->act_time, 0, a->duration, 0, LV_ANIM_RESOLUTION);
/*Get the new value which will be proportional to `step`
*and the `start` and `end` values*/
int32_t new_value;
new_value = step * (a->end_value - a->start_value);
new_value = new_value >> LV_ANIM_RES_SHIFT;
new_value += a->start_value;
return new_value;
}
int32_t lv_anim_path_ease_in(const lv_anim_t * a)
{
return lv_anim_path_cubic_bezier(a, LV_BEZIER_VAL_FLOAT(0.42), LV_BEZIER_VAL_FLOAT(0),
LV_BEZIER_VAL_FLOAT(1), LV_BEZIER_VAL_FLOAT(1));
}
int32_t lv_anim_path_ease_out(const lv_anim_t * a)
{
return lv_anim_path_cubic_bezier(a, LV_BEZIER_VAL_FLOAT(0), LV_BEZIER_VAL_FLOAT(0),
LV_BEZIER_VAL_FLOAT(0.58), LV_BEZIER_VAL_FLOAT(1));
}
int32_t lv_anim_path_ease_in_out(const lv_anim_t * a)
{
return lv_anim_path_cubic_bezier(a, LV_BEZIER_VAL_FLOAT(0.42), LV_BEZIER_VAL_FLOAT(0),
LV_BEZIER_VAL_FLOAT(0.58), LV_BEZIER_VAL_FLOAT(1));
}
int32_t lv_anim_path_overshoot(const lv_anim_t * a)
{
return lv_anim_path_cubic_bezier(a, 341, 0, 683, 1300);
}
int32_t lv_anim_path_bounce(const lv_anim_t * a)
{
/*Calculate the current step*/
int32_t t = lv_map(a->act_time, 0, a->duration, 0, LV_BEZIER_VAL_MAX);
int32_t diff = (a->end_value - a->start_value);
/*3 bounces has 5 parts: 3 down and 2 up. One part is t / 5 long*/
if(t < 408) {
/*Go down*/
t = (t * 2500) >> LV_BEZIER_VAL_SHIFT; /*[0..1024] range*/
}
else if(t >= 408 && t < 614) {
/*First bounce back*/
t -= 408;
t = t * 5; /*to [0..1024] range*/
t = LV_BEZIER_VAL_MAX - t;
diff = diff / 20;
}
else if(t >= 614 && t < 819) {
/*Fall back*/
t -= 614;
t = t * 5; /*to [0..1024] range*/
diff = diff / 20;
}
else if(t >= 819 && t < 921) {
/*Second bounce back*/
t -= 819;
t = t * 10; /*to [0..1024] range*/
t = LV_BEZIER_VAL_MAX - t;
diff = diff / 40;
}
else if(t >= 921 && t <= LV_BEZIER_VAL_MAX) {
/*Fall back*/
t -= 921;
t = t * 10; /*to [0..1024] range*/
diff = diff / 40;
}
if(t > LV_BEZIER_VAL_MAX) t = LV_BEZIER_VAL_MAX;
if(t < 0) t = 0;
int32_t step = lv_bezier3(t, LV_BEZIER_VAL_MAX, 800, 500, 0);
int32_t new_value;
new_value = step * diff;
new_value = new_value >> LV_BEZIER_VAL_SHIFT;
new_value = a->end_value - new_value;
return new_value;
}
int32_t lv_anim_path_step(const lv_anim_t * a)
{
if(a->act_time >= a->duration)
return a->end_value;
else
return a->start_value;
}
int32_t lv_anim_path_custom_bezier3(const lv_anim_t * a)
{
const struct _lv_anim_bezier3_para_t * para = &a->parameter.bezier3;
return lv_anim_path_cubic_bezier(a, para->x1, para->y1, para->x2, para->y2);
}
/**********************
* STATIC FUNCTIONS
**********************/
/**
* Periodically handle the animations.
* @param param unused
*/
static void anim_timer(lv_timer_t * param)
{
LV_UNUSED(param);
/*Flip the run round*/
state.anim_run_round = state.anim_run_round ? false : true;
lv_anim_t * a = _lv_ll_get_head(anim_ll_p);
while(a != NULL) {
// printf("%p, %d\n", a, a->start_value);
uint32_t elaps = lv_tick_elaps(a->last_timer_run);
a->act_time += elaps;
a->last_timer_run = lv_tick_get();
/*It can be set by `lv_anim_delete()` typically in `end_cb`. If set then an animation delete
* happened in `anim_completed_handler` which could make this linked list reading corrupt
* because the list is changed meanwhile
*/
state.anim_list_changed = false;
if(a->run_round != state.anim_run_round) {
a->run_round = state.anim_run_round; /*The list readying might be reset so need to know which anim has run already*/
/*The animation will run now for the first time. Call `start_cb`*/
if(!a->start_cb_called && a->act_time >= 0) {
if(a->early_apply == 0 && a->get_value_cb) {
int32_t v_ofs = a->get_value_cb(a);
a->start_value += v_ofs;
a->end_value += v_ofs;
}
resolve_time(a);
if(a->start_cb) a->start_cb(a);
a->start_cb_called = 1;
/*Do not let two animations for the same 'var' with the same 'exec_cb'*/
remove_concurrent_anims(a);
}
if(a->act_time >= 0) {
if(a->act_time > a->duration) a->act_time = a->duration;
int32_t new_value;
new_value = a->path_cb(a);
if(new_value != a->current_value) {
a->current_value = new_value;
/*Apply the calculated value*/
if(a->exec_cb) a->exec_cb(a->var, new_value);
if(!state.anim_list_changed && a->custom_exec_cb) a->custom_exec_cb(a, new_value);
}
/*If the time is elapsed the animation is ready*/
if(!state.anim_list_changed && a->act_time >= a->duration) {
anim_completed_handler(a);
}
}
}
/*If the linked list changed due to anim. delete then it's not safe to continue
*the reading of the list from here -> start from the head*/
if(state.anim_list_changed)
a = _lv_ll_get_head(anim_ll_p);
else
a = _lv_ll_get_next(anim_ll_p, a);
}
}
/**
* Called when an animation is completed to do the necessary things
* e.g. repeat, play back, delete etc.
* @param a pointer to an animation descriptor
*/
static void anim_completed_handler(lv_anim_t * a)
{
/*In the end of a forward anim decrement repeat cnt.*/
if(a->playback_now == 0 && a->repeat_cnt > 0 && a->repeat_cnt != LV_ANIM_REPEAT_INFINITE) {
a->repeat_cnt--;
}
/*Delete the animation if
* - no repeat left and no play back (simple one shot animation)
* - no repeat, play back is enabled and play back is ready*/
if(a->repeat_cnt == 0 && (a->playback_duration == 0 || a->playback_now == 1)) {
/*Delete the animation from the list.
* This way the `completed_cb` will see the animations like it's animation is already deleted*/
_lv_ll_remove(anim_ll_p, a);
/*Flag that the list has changed*/
anim_mark_list_change();
/*Call the callback function at the end*/
if(a->completed_cb != NULL) a->completed_cb(a);
if(a->deleted_cb != NULL) a->deleted_cb(a);
lv_free(a);
}
/*If the animation is not deleted then restart it*/
else {
a->act_time = -(int32_t)(a->repeat_delay); /*Restart the animation*/
/*Swap the start and end values in play back mode*/
if(a->playback_duration != 0) {
/*If now turning back use the 'playback_pause*/
if(a->playback_now == 0) a->act_time = -(int32_t)(a->playback_delay);
/*Toggle the play back state*/
a->playback_now = a->playback_now == 0 ? 1 : 0;
/*Swap the start and end values*/
int32_t tmp = a->start_value;
a->start_value = a->end_value;
a->end_value = tmp;
/*Swap the time and playback_duration*/
tmp = a->duration;
a->duration = a->playback_duration;
a->playback_duration = tmp;
}
}
}
static void anim_mark_list_change(void)
{
state.anim_list_changed = true;
if(_lv_ll_get_head(anim_ll_p) == NULL)
lv_timer_pause(state.timer);
else
lv_timer_resume(state.timer);
}
static int32_t lv_anim_path_cubic_bezier(const lv_anim_t * a, int32_t x1, int32_t y1, int32_t x2, int32_t y2)
{
/*Calculate the current step*/
uint32_t t = lv_map(a->act_time, 0, a->duration, 0, LV_BEZIER_VAL_MAX);
int32_t step = lv_cubic_bezier(t, x1, y1, x2, y2);
int32_t new_value;
new_value = step * (a->end_value - a->start_value);
new_value = new_value >> LV_BEZIER_VAL_SHIFT;
new_value += a->start_value;
return new_value;
}
static uint32_t convert_speed_to_time(uint32_t speed_or_time, int32_t start, int32_t end)
{
/*It was a simple time*/
if((speed_or_time & 0x80000000) == 0) return speed_or_time;
uint32_t d = LV_ABS(start - end);
uint32_t speed = speed_or_time & 0x3FF;
uint32_t time = (d * 100) / speed; /*Speed is in 10 units per sec*/
uint32_t max_time = (speed_or_time >> 20) & 0x3FF;
uint32_t min_time = (speed_or_time >> 10) & 0x3FF;
return LV_CLAMP(min_time * 10, time, max_time * 10);
}
static void resolve_time(lv_anim_t * a)
{
a->duration = convert_speed_to_time(a->duration, a->start_value, a->end_value);
a->playback_duration = convert_speed_to_time(a->playback_duration, a->start_value, a->end_value);
a->playback_delay = convert_speed_to_time(a->playback_delay, a->start_value, a->end_value);
a->repeat_delay = convert_speed_to_time(a->repeat_delay, a->start_value, a->end_value);
}
/**
* Remove animations which are animating the same var with the same exec_cb
* and they are already running or they have early_apply
* @param a_current the current animation, use its var and exec_cb as reference to know what to remove
* @return true: at least one animation was delete
*/
static bool remove_concurrent_anims(lv_anim_t * a_current)
{
if(a_current->exec_cb == NULL && a_current->custom_exec_cb == NULL) return false;
lv_anim_t * a;
bool del_any = false;
a = _lv_ll_get_head(anim_ll_p);
while(a != NULL) {
bool del = false;
/*We can't test for custom_exec_cb equality because in the MicroPython binding
*a wrapper callback is used here an the real callback data is stored in the `user_data`.
*Therefore equality check would remove all animations.*/
if(a != a_current &&
(a->act_time >= 0 || a->early_apply) &&
(a->var == a_current->var) &&
((a->exec_cb && a->exec_cb == a_current->exec_cb)
/*|| (a->custom_exec_cb && a->custom_exec_cb == a_current->custom_exec_cb)*/)) {
_lv_ll_remove(anim_ll_p, a);
if(a->deleted_cb != NULL) a->deleted_cb(a);
lv_free(a);
/*Read by `anim_timer`. It need to know if a delete occurred in the linked list*/
anim_mark_list_change();
del_any = true;
del = true;
}
/*Always start from the head on delete, because we don't know
*how `anim_ll_p` was changes in `a->deleted_cb` */
a = del ? _lv_ll_get_head(anim_ll_p) : _lv_ll_get_next(anim_ll_p, a);
}
return del_any;
}
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