/** * @file anim.c * */ /********************* * INCLUDES *********************/ #include "lv_anim.h" #if LV_USE_ANIMATION #include #include #include "../lv_hal/lv_hal_tick.h" #include "lv_task.h" #include "lv_math.h" #include "lv_gc.h" #if defined(LV_GC_INCLUDE) #include LV_GC_INCLUDE #endif /* LV_ENABLE_GC */ /********************* * DEFINES *********************/ #define LV_ANIM_RESOLUTION 1024 #define LV_ANIM_RES_SHIFT 10 /********************** * TYPEDEFS **********************/ /********************** * STATIC PROTOTYPES **********************/ static void anim_task(lv_task_t * param); static bool anim_ready_handler(lv_anim_t * a); /********************** * STATIC VARIABLES **********************/ static uint32_t last_task_run; static bool anim_list_changed; /********************** * MACROS **********************/ /********************** * GLOBAL FUNCTIONS **********************/ /** * Init. the animation module */ void lv_anim_core_init(void) { lv_ll_init(&LV_GC_ROOT(_lv_anim_ll), sizeof(lv_anim_t)); last_task_run = lv_tick_get(); lv_task_create(anim_task, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, NULL); } /** * 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) { memset(a, 0, sizeof(lv_anim_t)); a->time = 500; a->start = 0; a->end = 100; a->path_cb = lv_anim_path_linear; } /** * Create an animation * @param a an initialized 'anim_t' variable. Not required after call. */ void lv_anim_create(lv_anim_t * a) { LV_LOG_TRACE("animation create started") /* Do not let two animations for the same 'var' with the same 'fp'*/ if(a->exec_cb != NULL) lv_anim_del(a->var, a->exec_cb); /*fp == NULL would delete all animations of var*/ /*Add the new animation to the animation linked list*/ lv_anim_t * new_anim = lv_ll_ins_head(&LV_GC_ROOT(_lv_anim_ll)); lv_mem_assert(new_anim); if(new_anim == NULL) return; /*Initialize the animation descriptor*/ a->playback_now = 0; memcpy(new_anim, a, sizeof(lv_anim_t)); /*Set the start value*/ if(new_anim->exec_cb) new_anim->exec_cb(new_anim->var, new_anim->start); /* Creating an animation changed the linked list. * It's important if it happens in a ready callback. (see `anim_task`)*/ anim_list_changed = true; LV_LOG_TRACE("animation created") } /** * 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 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) { lv_anim_t * a; lv_anim_t * a_next; bool del = false; a = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll)); 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); if(a->var == var && (a->exec_cb == exec_cb || exec_cb == NULL)) { lv_ll_rem(&LV_GC_ROOT(_lv_anim_ll), a); lv_mem_free(a); anim_list_changed = true; /*Read by `anim_task`. It need to know if a delete occurred in the linked list*/ del = true; } a = a_next; } return del; } /** * 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++; return cnt++; } /** * 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) { int32_t d = LV_MATH_ABS((int32_t)start - end); uint32_t time = (int32_t)((int32_t)(d * 1000) / speed); if(time > UINT16_MAX) time = UINT16_MAX; if(time == 0) { time++; } return time; } /** * 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 step*/ uint32_t step; if(a->time == a->act_time) { step = LV_ANIM_RESOLUTION; /*Use the last value if the time fully elapsed*/ } else { step = ((int32_t)a->act_time * LV_ANIM_RESOLUTION) / a->time; } /* Get the new value which will be proportional to `step` * and the `start` and `end` values*/ int32_t new_value; new_value = (int32_t)step * (a->end - a->start); new_value = new_value >> LV_ANIM_RES_SHIFT; new_value += a->start; return (lv_anim_value_t)new_value; } /** * 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 step*/ uint32_t t; if(a->time == a->act_time) t = 1024; else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time; int32_t step = lv_bezier3(t, 0, 1, 1, 1024); int32_t new_value; new_value = (int32_t)step * (a->end - a->start); new_value = new_value >> 10; new_value += a->start; return (lv_anim_value_t)new_value; } /** * 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 step*/ uint32_t t; if(a->time == a->act_time) t = 1024; else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time; int32_t step = lv_bezier3(t, 0, 1023, 1023, 1024); int32_t new_value; new_value = (int32_t)step * (a->end - a->start); new_value = new_value >> 10; new_value += a->start; return (lv_anim_value_t)new_value; } /** * 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 step*/ uint32_t t; if(a->time == a->act_time) t = 1024; else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time; int32_t step = lv_bezier3(t, 0, 100, 924, 1024); int32_t new_value; new_value = (int32_t)step * (a->end - a->start); new_value = new_value >> 10; new_value += a->start; return (lv_anim_value_t)new_value; } /** * 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 step*/ uint32_t t; if(a->time == a->act_time) t = 1024; else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time; int32_t step = lv_bezier3(t, 0, 600, 1300, 1024); int32_t new_value; new_value = (int32_t)step * (a->end - a->start); new_value = new_value >> 10; new_value += a->start; return (lv_anim_value_t)new_value; } /** * 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 step*/ uint32_t t; if(a->time == a->act_time) t = 1024; else t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time; int32_t diff = (a->end - a->start); /*3 bounces has 5 parts: 3 down and 2 up. One part is t / 5 long*/ if(t < 408) { /*Go down*/ t = (t * 2500) >> 10; /*[0..1024] range*/ } else if(t >= 408 && t < 614) { /*First bounce back*/ t -= 408; t = t * 5; /*to [0..1024] range*/ t = 1024 - t; diff = diff / 6; } else if(t >= 614 && t < 819) { /*Fall back*/ t -= 614; t = t * 5; /*to [0..1024] range*/ diff = diff / 6; } else if(t >= 819 && t < 921) { /*Second bounce back*/ t -= 819; t = t * 10; /*to [0..1024] range*/ t = 1024 - t; diff = diff / 16; } else if(t >= 921 && t <= 1024) { /*Fall back*/ t -= 921; t = t * 10; /*to [0..1024] range*/ diff = diff / 16; } if(t > 1024) t = 1024; int32_t step = lv_bezier3(t, 1024, 1024, 800, 0); int32_t new_value; new_value = (int32_t)step * diff; new_value = new_value >> 10; new_value = a->end - new_value; return (lv_anim_value_t)new_value; } /** * 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) { if(a->act_time >= a->time) return a->end; else return a->start; } /********************** * STATIC FUNCTIONS **********************/ /** * Periodically handle the animations. * @param param unused */ static void anim_task(lv_task_t * param) { (void)param; lv_anim_t * a; LV_LL_READ(LV_GC_ROOT(_lv_anim_ll), a) { a->has_run = 0; } uint32_t elaps = lv_tick_elaps(last_task_run); a = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll)); while(a != NULL) { /*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 */ anim_list_changed = false; if(!a->has_run) { a->has_run = 1; /*The list readying might be reseted so need to know which anim has run already*/ a->act_time += elaps; if(a->act_time >= 0) { if(a->act_time > a->time) a->act_time = a->time; int32_t new_value; new_value = a->path_cb(a); /*Apply the calculated value*/ if(a->exec_cb) a->exec_cb(a->var, new_value); /*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*/ if(anim_list_changed) a = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll)); else a = lv_ll_get_next(&LV_GC_ROOT(_lv_anim_ll), a); } last_task_run = lv_tick_get(); } /** * 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 * @return true: animation delete occurred nnd the `LV_GC_ROOT(_lv_anim_ll)` has changed * */ static bool anim_ready_handler(lv_anim_t * a) { /*Delete the animation if * - no repeat and no play back (simple one shot animation) * - no repeat, play back is enabled and play back is ready */ if((a->repeat == 0 && a->playback == 0) || (a->repeat == 0 && a->playback == 1 && 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; memcpy(&a_tmp, a, sizeof(lv_anim_t)); lv_ll_rem(&LV_GC_ROOT(_lv_anim_ll), a); lv_mem_free(a); anim_list_changed = true; /* Call the callback function at the end*/ if(a_tmp.ready_cb != NULL) a_tmp.ready_cb(&a_tmp); } /*If the animation is not deleted then restart it*/ else { a->act_time = -a->repeat_pause; /*Restart the animation*/ /*Swap the start and end values in play back mode*/ if(a->playback != 0) { /*If now turning back use the 'playback_pause*/ if(a->playback_now == 0) a->act_time = -a->playback_pause; /*Toggle the play back state*/ a->playback_now = a->playback_now == 0 ? 1 : 0; /*Swap the start and end values*/ int32_t tmp; tmp = a->start; a->start = a->end; a->end = tmp; } } return anim_list_changed; } #endif