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lvgl/src/lv_misc/lv_anim.h

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/**
* @file anim.h
*
*/
#ifndef ANIM_H
#define ANIM_H
#ifdef __cplusplus
extern "C" {
#endif
/*********************
* INCLUDES
*********************/
#ifdef LV_CONF_INCLUDE_SIMPLE
#include "lv_conf.h"
#else
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#include "../../../lv_conf.h"
#endif
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#include <stdint.h>
#include <stdbool.h>
#include <string.h>
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/*********************
* DEFINES
*********************/
/**********************
* TYPEDEFS
**********************/
/*Can be used to indicate if animations are enabled or disabled in a case*/
enum {
LV_ANIM_OFF,
LV_ANIM_ON,
};
typedef uint8_t lv_anim_enable_t;
#if LV_USE_ANIMATION
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struct _lv_anim_t;
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/*Type of the animated value*/
typedef int16_t lv_anim_value_t;
/* Generic prototype of "animator" functions.
* First parameter is the variable to animate.
* Second parameter is the value to set.
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* Compatible with `lv_xxx_set_yyy(obj, value)` functions
* The `x` in `_xcb_t` means its 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 *, lv_anim_value_t);
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/* Same as `lv_anim_exec_cb_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 *, lv_anim_value_t);
/*Get the current value during an animation*/
typedef lv_anim_value_t (*lv_anim_path_cb_t)(const struct _lv_anim_t *);
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/*Callback to call when the animation is ready*/
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typedef void (*lv_anim_ready_cb_t)(struct _lv_anim_t *);
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/*Describe an animation*/
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typedef struct _lv_anim_t
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{
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void * var; /*Variable to animate*/
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lv_anim_exec_xcb_t exec_cb; /*Function to execute to animate*/
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lv_anim_path_cb_t path_cb; /*An array with the steps of animations*/
lv_anim_ready_cb_t ready_cb; /*Call it when the animation is ready*/
int32_t start; /*Start value*/
int32_t end; /*End value*/
uint16_t time; /*Animation time in ms*/
int16_t act_time; /*Current time in animation. Set to negative to make delay.*/
uint16_t playback_pause; /*Wait before play back*/
uint16_t repeat_pause; /*Wait before repeat*/
#if LV_USE_USER_DATA
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lv_anim_user_data_t user_data; /*Custom user data*/
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#endif
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uint8_t playback : 1; /*When the animation is ready play it back*/
uint8_t repeat : 1; /*Repeat the animation infinitely*/
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/*Animation system use these - user shouldn't set*/
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uint8_t playback_now : 1; /*Play back is in progress*/
uint32_t has_run : 1; /*Indicates the animation has run in this round*/
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} lv_anim_t;
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/**********************
* GLOBAL PROTOTYPES
**********************/
/**
* Init. the animation module
*/
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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_create(&a);
* @param a pointer to an `lv_anim_t` variable to initialize
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*/
void lv_anim_init(lv_anim_t * a);
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/**
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* Set a variable to animate function to execute on `var`
* @param a pointer to an initialized `lv_anim_t` variable
* @param var pointer to a variable to animate
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* @param exec_cb a function to execute.
* LittelvGL's built-in functions can be used.
* E.g. lv_obj_set_x
*/
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static inline void lv_anim_set_exec_cb(lv_anim_t * a, void * var, lv_anim_exec_xcb_t exec_cb)
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{
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a->var = var;
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a->exec_cb = exec_cb;
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}
/**
* Set the duration and delay of an animation
* @param a pointer to an initialized `lv_anim_t` variable
* @param duration duration of the animation in milliseconds
* @param delay delay before the animation in milliseconds
*/
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static inline void lv_anim_set_time(lv_anim_t * a, uint16_t duration, uint16_t delay)
{
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a->time = duration;
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a->act_time = -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
*/
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static inline void lv_anim_set_values(lv_anim_t * a, lv_anim_value_t start, lv_anim_value_t end)
{
a->start = start;
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a->end = end;
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}
/**
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* Similar to `lv_anim_set_var_and_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 LittlevGL is binded to other languages because
* it's more consistent to have `lv_anim_t *` as first parameter.
* @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)
{
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a->var = a;
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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 the get the current value of the animation.
* The built in functions starts with `lv_anim_path_...`
*/
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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 is ready
* @param a pointer to an initialized `lv_anim_t` variable
* @param ready_cb a function call when the animation is ready
*/
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static inline void lv_anim_set_ready_cb(lv_anim_t * a, lv_anim_ready_cb_t ready_cb)
{
a->ready_cb = ready_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 wait_time time in milliseconds to wait before starting the back direction
*/
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static inline void lv_anim_set_playback(lv_anim_t * a, uint16_t wait_time)
{
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a->playback = 1;
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a->playback_pause = wait_time;
}
/**
* Disable playback. (Disabled after `lv_anim_init()`)
* @param a pointer to an initialized `lv_anim_t` variable
*/
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static inline void lv_anim_clear_playback(lv_anim_t * a)
{
a->playback = 0;
}
/**
* Make the animation to start again when ready.
* @param a pointer to an initialized `lv_anim_t` variable
* @param wait_time time in milliseconds to wait before starting the animation again
*/
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static inline void lv_anim_set_repeat(lv_anim_t * a, uint16_t wait_time)
{
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a->repeat = 1;
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a->repeat_pause = wait_time;
}
/**
* Disable repeat. (Disabled after `lv_anim_init()`)
* @param a pointer to an initialized `lv_anim_t` variable
*/
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static inline void lv_anim_clear_repeat(lv_anim_t * a)
{
a->repeat = 0;
}
/**
* Set a user specific data for the animation
* @param a pointer to an initialized `lv_anim_t` variable
* @param user_data the user data
*/
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static inline void lv_anim_set_user_data(lv_anim_t * a, lv_anim_user_data_t user_data)
{
memcpy(&a->user_data, &user_data, sizeof(user_data));
}
/**
* Get the user data
* @param a pointer to an initialized `lv_anim_t` variable
* @return the user data
*/
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static inline lv_anim_user_data_t lv_anim_get_user_data(lv_anim_t * a)
{
return a->user_data;
}
/**
* Get pointer to the user data
* @param a pointer to an initialized `lv_anim_t` variable
* @return pointer to the user data
*/
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static inline lv_anim_user_data_t * lv_anim_get_user_data_ptr(lv_anim_t * a)
{
return &a->user_data;
}
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/**
* Create an animation
* @param a an initialized 'anim_t' variable. Not required after call.
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*/
void lv_anim_create(lv_anim_t * a);
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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 ignore it and 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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/**
* Delete an aniamation by getting the animated variable from `a`.
* Only animations with `exec_cb` will be deleted.
* This function exist becasue it's logical that all anim functions receives an
* `lv_anim_t` as their first parameter. It's not practical in C but might makes
* the API more conequent and makes easier to genrate 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)
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{
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return lv_anim_del(a->var, (lv_anim_exec_xcb_t)exec_cb);
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}
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/**
* Get the number of currently running animations
* @return the number of running animations
*/
uint16_t lv_anim_count_running(void);
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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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* 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_t * a);
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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_t * a);
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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_t * a);
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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_t * a);
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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_t * a);
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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_t * a);
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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_t * a);
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/**********************
* MACROS
**********************/
#endif /*LV_USE_ANIMATION == 0*/
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#ifdef __cplusplus
} /* extern "C" */
#endif
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#endif /*LV_ANIM_H*/