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lvgl/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
#if USE_LV_ANIMATION
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#include <stdint.h>
#include <stdbool.h>
/*********************
* DEFINES
*********************/
/**********************
* TYPEDEFS
**********************/
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struct _lv_anim_t;
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typedef int32_t(*lv_anim_path_t)(const struct _lv_anim_t*);
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typedef void (*lv_anim_fp_t)(void *, int32_t);
typedef void (*lv_anim_cb_t)(void *);
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typedef struct _lv_anim_t
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{
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void * var; /*Variable to animate*/
lv_anim_fp_t fp; /*Animator function*/
lv_anim_cb_t end_cb; /*Call it when the animation is ready*/
lv_anim_path_t path; /*An array with the steps of animations*/
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*/
uint8_t playback :1; /*When the animation is ready play it back*/
uint8_t repeat :1; /*Repeat the animation infinitely*/
/*Animation system use these - user shouldn't set*/
uint8_t playback_now :1; /*Play back is in progress*/
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uint32_t has_run :1; /*Indicates the animation has run it this round*/
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} lv_anim_t;
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/*Example initialization
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lv_anim_t a;
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a.var = obj;
a.start = lv_obj_get_height(obj);
a.end = new_height;
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a.fp = (lv_anim_fp_t)lv_obj_set_height;
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a.path = lv_anim_path_linear;
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a.end_cb = NULL;
a.act_time = 0;
a.time = 200;
a.playback = 0;
a.playback_pause = 0;
a.repeat = 0;
a.repeat_pause = 0;
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lv_anim_create(&a);
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*/
/**********************
* GLOBAL PROTOTYPES
**********************/
/**
* Init. the animation module
*/
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void lv_anim_init(void);
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/**
* Create an animation
* @param anim_p an initialized 'anim_t' variable. Not required after call.
*/
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void lv_anim_create(lv_anim_t * anim_p);
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/**
* Delete an animation for a variable with a given animatior function
* @param var pointer to variable
* @param fp a function pointer which is animating 'var',
* or NULL to ignore it and delete all animation with 'var
* @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_fp_t fp);
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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
*/
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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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* 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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*/
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int32_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
*/
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);
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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
*/
int32_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
*/
int32_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
*/
int32_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
*/
int32_t lv_anim_path_step(const lv_anim_t *a);
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/**********************
* MACROS
**********************/
#endif /*USE_LV_ANIMATION == 0*/
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#ifdef __cplusplus
} /* extern "C" */
#endif
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#endif /*LV_ANIM_H*/