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lvgl/src/lv_misc/lv_anim.c

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/**
* @file anim.c
*
*/
/*********************
* INCLUDES
*********************/
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#include "lv_anim.h"
#if LV_USE_ANIMATION
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#include <stddef.h>
#include <string.h>
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#include "../lv_core/lv_debug.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"
#include "lv_gc.h"
#if defined(LV_GC_INCLUDE)
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#include LV_GC_INCLUDE
#endif /* LV_ENABLE_GC */
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/*********************
* DEFINES
*********************/
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#define LV_ANIM_RESOLUTION 1024
#define LV_ANIM_RES_SHIFT 10
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#define LV_ANIM_TASK_PRIO LV_TASK_PRIO_HIGH
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/**********************
* TYPEDEFS
**********************/
/**********************
* STATIC PROTOTYPES
**********************/
static void anim_task(lv_task_t * param);
static void anim_mark_list_change(void);
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static bool anim_ready_handler(lv_anim_t * a);
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/**********************
* STATIC VARIABLES
**********************/
static uint32_t last_task_run;
static bool anim_list_changed;
static lv_task_t * _lv_anim_task;
const lv_anim_path_t lv_anim_path_def = {.cb = lv_anim_path_linear};
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/**********************
* MACROS
**********************/
/**********************
* GLOBAL FUNCTIONS
**********************/
/**
* Init. the animation module
*/
void _lv_anim_core_init(void)
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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();
_lv_anim_task = lv_task_create(anim_task, LV_DISP_DEF_REFR_PERIOD, LV_ANIM_TASK_PRIO, NULL);
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anim_mark_list_change(); /*Turn off the animation task*/
anim_list_changed = false; /*The list has not actaully changed*/
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}
/**
* Initialize an animation variable.
* E.g.:
* lv_anim_t a;
* lv_anim_init(&a);
* lv_anim_set_...(&a);
* lv_anim_craete(&a);
* @param a pointer to an `lv_anim_t` variable to initialize
*/
void lv_anim_init(lv_anim_t * a)
{
_lv_memset_00(a, sizeof(lv_anim_t));
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a->time = 500;
a->start = 0;
a->end = 100;
_lv_memcpy_small(&a->path, &lv_anim_path_def, sizeof(lv_anim_path_cb_t));
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a->repeat_cnt = 1;
a->early_apply = 1;
}
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/**
* Create an animation
* @param a an initialized 'anim_t' variable. Not required after call.
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*/
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void lv_anim_start(lv_anim_t * a)
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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(a->exec_cb != NULL) lv_anim_del(a->var, a->exec_cb); /*fp == NULL would delete all animations of var*/
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/*If the list is empty the anim task was suspended and it's last run measure is invalid*/
if(_lv_ll_is_empty(&LV_GC_ROOT(_lv_anim_ll))) {
last_task_run = lv_tick_get() - 1;
}
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/*Add the new animation to the animation linked list*/
lv_anim_t * new_anim = _lv_ll_ins_head(&LV_GC_ROOT(_lv_anim_ll));
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LV_ASSERT_MEM(new_anim);
if(new_anim == NULL) return;
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/*Initialize the animation descriptor*/
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a->time_orig = a->time;
_lv_memcpy(new_anim, a, sizeof(lv_anim_t));
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/*Set the start value*/
if(new_anim->early_apply) {
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if(new_anim->exec_cb && new_anim->var) new_anim->exec_cb(new_anim->var, new_anim->start);
}
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/* Creating an animation changed the linked list.
* It's important if it happens in a ready callback. (see `anim_task`)*/
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anim_mark_list_change();
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LV_LOG_TRACE("animation created")
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}
/**
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* Delete an animation of a variable with a given animator function
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* @param var pointer to variable
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* @param exec_cb a function pointer which is animating 'var',
* or NULL to delete all the animations of 'var'
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* @return true: at least 1 animation is deleted, false: no animation is deleted
*/
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bool lv_anim_del(void * var, lv_anim_exec_xcb_t exec_cb)
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{
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lv_anim_t * a;
lv_anim_t * a_next;
bool del = false;
a = _lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll));
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while(a != NULL) {
/*'a' might be deleted, so get the next object while 'a' is valid*/
a_next = _lv_ll_get_next(&LV_GC_ROOT(_lv_anim_ll), a);
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if(a->var == var && (a->exec_cb == exec_cb || exec_cb == NULL)) {
_lv_ll_remove(&LV_GC_ROOT(_lv_anim_ll), a);
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lv_mem_free(a);
anim_mark_list_change(); /*Read by `anim_task`. It need to know if a delete occurred in
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the linked list*/
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del = true;
}
a = a_next;
}
return del;
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}
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/**
* 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 delete all the animations of 'var'
* @return pointer to the animation.
*/
lv_anim_t * lv_anim_get(void * var, lv_anim_exec_xcb_t exec_cb)
{
lv_anim_t * a;
_LV_LL_READ(LV_GC_ROOT(_lv_anim_ll), a) {
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if(a->var == var && a->exec_cb == exec_cb) {
return a;
}
}
return NULL;
}
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/**
* Get the number of currently running animations
* @return the number of running animations
*/
uint16_t lv_anim_count_running(void)
{
uint16_t cnt = 0;
lv_anim_t * a;
_LV_LL_READ(LV_GC_ROOT(_lv_anim_ll), a) cnt++;
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return cnt;
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}
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/**
* 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
*/
uint16_t lv_anim_speed_to_time(uint16_t speed, lv_anim_value_t start, lv_anim_value_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);
if(time > UINT16_MAX) time = UINT16_MAX;
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if(time == 0) {
time++;
}
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return time;
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}
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/**
* Manually refresh the state of the animations.
* Useful to make the animations running in a blocking process where
* `lv_task_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)
{
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anim_task(NULL);
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}
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/**
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* Calculate the current value of an animation applying linear characteristic
* @param a pointer to an animation
* @return the current value to set
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*/
lv_anim_value_t lv_anim_path_linear(const lv_anim_path_t * path, const lv_anim_t * a)
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{
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LV_UNUSED(path);
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/*Calculate the current step*/
uint32_t step;
if(a->time == a->act_time) {
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step = LV_ANIM_RESOLUTION; /*Use the last value if the time fully elapsed*/
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}
else {
step = ((int32_t)a->act_time * LV_ANIM_RESOLUTION) / a->time;
}
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/* Get the new value which will be proportional to `step`
* 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;
new_value += a->start;
return (lv_anim_value_t)new_value;
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}
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/**
* Calculate the current value of an animation slowing down the start phase
* @param a pointer to an animation
* @return the current value to set
*/
lv_anim_value_t lv_anim_path_ease_in(const lv_anim_path_t * path, const lv_anim_t * a)
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{
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LV_UNUSED(path);
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/*Calculate the current step*/
uint32_t t;
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if(a->time == a->act_time)
t = 1024;
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;
new_value += a->start;
return (lv_anim_value_t)new_value;
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}
/**
* Calculate the current value of an animation slowing down the end phase
* @param a pointer to an animation
* @return the current value to set
*/
lv_anim_value_t lv_anim_path_ease_out(const lv_anim_path_t * path, const lv_anim_t * a)
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{
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LV_UNUSED(path);
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/*Calculate the current step*/
uint32_t t;
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if(a->time == a->act_time)
t = 1024;
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;
new_value += a->start;
return (lv_anim_value_t)new_value;
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}
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/**
* Calculate the current value of an animation applying an "S" characteristic (cosine)
* @param a pointer to an animation
* @return the current value to set
*/
lv_anim_value_t lv_anim_path_ease_in_out(const lv_anim_path_t * path, const lv_anim_t * a)
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{
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LV_UNUSED(path);
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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;
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;
new_value += a->start;
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return (lv_anim_value_t)new_value;
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}
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/**
* Calculate the current value of an animation with overshoot at the end
* @param a pointer to an animation
* @return the current value to set
*/
lv_anim_value_t lv_anim_path_overshoot(const lv_anim_path_t * path, const lv_anim_t * a)
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{
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LV_UNUSED(path);
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/*Calculate the current step*/
uint32_t t;
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if(a->time == a->act_time)
t = 1024;
else
t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
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int32_t step = _lv_bezier3(t, 0, 1000, 2000, 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;
new_value += a->start;
return (lv_anim_value_t)new_value;
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}
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/**
* Calculate the current value of an animation with 3 bounces
* @param a pointer to an animation
* @return the current value to set
*/
lv_anim_value_t lv_anim_path_bounce(const lv_anim_path_t * path, const lv_anim_t * a)
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{
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LV_UNUSED(path);
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/*Calculate the current step*/
uint32_t t;
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if(a->time == a->act_time)
t = 1024;
else
t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
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int32_t diff = (a->end - a->start);
/*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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}
else if(t >= 408 && t < 614) {
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/*First bounce back*/
t -= 408;
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t = t * 5; /*to [0..1024] range*/
t = 1024 - t;
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diff = diff / 6;
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}
else if(t >= 614 && t < 819) {
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/*Fall back*/
t -= 614;
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t = t * 5; /*to [0..1024] range*/
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diff = diff / 6;
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}
else if(t >= 819 && t < 921) {
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/*Second bounce back*/
t -= 819;
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t = t * 10; /*to [0..1024] range*/
t = 1024 - t;
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diff = diff / 16;
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}
else if(t >= 921 && t <= 1024) {
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/*Fall back*/
t -= 921;
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t = t * 10; /*to [0..1024] range*/
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diff = diff / 16;
}
if(t > 1024) t = 1024;
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;
new_value = a->end - new_value;
return (lv_anim_value_t)new_value;
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}
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/**
* 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
*/
lv_anim_value_t lv_anim_path_step(const lv_anim_path_t * path, const lv_anim_t * a)
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{
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LV_UNUSED(path);
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if(a->act_time >= a->time)
return a->end;
else
return a->start;
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}
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/**********************
* STATIC FUNCTIONS
**********************/
/**
* Periodically handle the animations.
* @param param unused
*/
static void anim_task(lv_task_t * param)
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{
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(void)param;
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lv_anim_t * a;
_LV_LL_READ(LV_GC_ROOT(_lv_anim_ll), a) {
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a->has_run = 0;
}
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uint32_t elaps = lv_tick_elaps(last_task_run);
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` which could make this linked list reading corrupt
* because the list is changed meanwhile
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*/
anim_list_changed = false;
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*/
/*The animation will run now for the first time. Call `start_cb`*/
int32_t new_act_time = a->act_time + elaps;
if(a->act_time <= 0 && new_act_time >= 0) {
if(a->start_cb) a->start_cb(a);
}
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a->act_time += elaps;
if(a->act_time >= 0) {
if(a->act_time > a->time) a->act_time = a->time;
int32_t new_value;
if(a->path.cb) new_value = a->path.cb(&a->path, a);
else new_value = lv_anim_path_linear(&a->path, a);
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/*Apply the calculated value*/
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if(a->exec_cb) a->exec_cb(a->var, new_value);
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/*If the time is elapsed the animation is ready*/
if(a->act_time >= a->time) {
anim_ready_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*/
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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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}
/**
* Called when an animation is ready to do the necessary thinks
* e.g. repeat, play back, delete etc.
* @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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/*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) {
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a->repeat_cnt--;
}
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/*Delete the animation if
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* - no repeat left 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_cnt == 0 && ((a->playback_time == 0) || (a->playback_time && a->playback_now == 1))) {
/*Create copy from the animation and delete the animation from the list.
* This way the `ready_cb` will see the animations like it's animation is ready deleted*/
lv_anim_t a_tmp;
_lv_memcpy(&a_tmp, a, sizeof(lv_anim_t));
_lv_ll_remove(&LV_GC_ROOT(_lv_anim_ll), a);
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lv_mem_free(a);
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/*Flag that the list has changed */
anim_mark_list_change();
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/* Call the callback function at the end*/
if(a_tmp.ready_cb != NULL) a_tmp.ready_cb(&a_tmp);
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}
/*If the animation is not deleted then restart it*/
else {
a->act_time = -(int32_t)(a->repeat_delay); /*Restart the animation*/
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/*Swap the start and end values in play back mode*/
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if(a->playback_time != 0) {
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/*If now turning back use the 'playback_pause*/
if(a->playback_now == 0) a->act_time = -(int32_t)(a->playback_delay);
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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*/
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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a->time = a->playback_now == 0 ? a->time_orig : a->playback_time;
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}
}
return anim_list_changed;
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}
static void anim_mark_list_change(void)
{
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anim_list_changed = true;
if(_lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll)) == NULL)
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lv_task_set_prio(_lv_anim_task, LV_TASK_PRIO_OFF);
else
lv_task_set_prio(_lv_anim_task, LV_ANIM_TASK_PRIO);
}
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#endif