/** * @file anim.h * */ #ifndef ANIM_H #define ANIM_H #ifdef __cplusplus extern "C" { #endif /********************* * INCLUDES *********************/ #include "../lv_conf_internal.h" #include #include #include /********************* * 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; /** Type of the animated value*/ typedef lv_coord_t lv_anim_value_t; #if LV_USE_ANIMATION #define LV_ANIM_REPEAT_INFINIT 0xFFFF 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 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); /** 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 *, 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 *); /** 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 *); /** Describes an animation*/ typedef struct _lv_anim_t { void * var; /**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 * LittelvGL'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, lv_anim_value_t start, lv_anim_value_t end) { a->start = start; a->end = 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 LittlevGL is binded 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_sata` * @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 the get the current value of the animation. * The built in functions starts with `lv_anim_path_...` */ 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_ready_cb_t start_cb) { a->start_cb = start_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; } /** * 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 in milliseconds. 0: disable playback */ static inline void lv_anim_set_playback_time(lv_anim_t * a, uint16_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, uint16_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, uint16_t delay) { a->repeat_delay = delay; } /** * Create an animation * @param a an initialized 'anim_t' variable. Not required after call. */ void lv_anim_start(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 int32_t lv_anim_get_delay(lv_anim_t * a) { return -a->act_time; } /** * 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 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->var, (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 */ uint16_t lv_anim_speed_to_time(uint16_t speed, lv_anim_value_t start, lv_anim_value_t end); /** * 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); /** * Calculate the current value of an animation applying linear characteristic * @param a pointer to an animation * @return the current value to set */ lv_anim_value_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 */ lv_anim_value_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 */ lv_anim_value_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 */ lv_anim_value_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 */ lv_anim_value_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 */ lv_anim_value_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 */ lv_anim_value_t lv_anim_path_step(const lv_anim_t * a); /********************** * MACROS **********************/ #endif /*LV_USE_ANIMATION == 0*/ #ifdef __cplusplus } /* extern "C" */ #endif #endif /*LV_ANIM_H*/