/** * @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; }