1 /**
2  * @file anim.c
3  *
4  */
5 
6 /*********************
7  *      INCLUDES
8  *********************/
9 #include "lv_anim.h"
10 
11 #if LV_USE_ANIMATION
12 #include <stddef.h>
13 #include <string.h>
14 #include "../lv_hal/lv_hal_tick.h"
15 #include "lv_task.h"
16 #include "lv_math.h"
17 #include "lv_gc.h"
18 
19 #if defined(LV_GC_INCLUDE)
20 #include LV_GC_INCLUDE
21 #endif /* LV_ENABLE_GC */
22 
23 /*********************
24  *      DEFINES
25  *********************/
26 #define LV_ANIM_RESOLUTION 1024
27 #define LV_ANIM_RES_SHIFT 10
28 
29 /**********************
30  *      TYPEDEFS
31  **********************/
32 
33 /**********************
34  *  STATIC PROTOTYPES
35  **********************/
36 static void anim_task(lv_task_t * param);
37 static bool anim_ready_handler(lv_anim_t * a);
38 
39 /**********************
40  *  STATIC VARIABLES
41  **********************/
42 static uint32_t last_task_run;
43 static bool anim_list_changed;
44 
45 /**********************
46  *      MACROS
47  **********************/
48 
49 /**********************
50  *   GLOBAL FUNCTIONS
51  **********************/
52 
53 /**
54  * Init. the animation module
55  */
lv_anim_core_init(void)56 void lv_anim_core_init(void)
57 {
58     lv_ll_init(&LV_GC_ROOT(_lv_anim_ll), sizeof(lv_anim_t));
59     last_task_run = lv_tick_get();
60     lv_task_create(anim_task, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, NULL);
61 }
62 
63 /**
64  * Initialize an animation variable.
65  * E.g.:
66  * lv_anim_t a;
67  * lv_anim_init(&a);
68  * lv_anim_set_...(&a);
69  * lv_anim_craete(&a);
70  * @param a pointer to an `lv_anim_t` variable to initialize
71  */
lv_anim_init(lv_anim_t * a)72 void lv_anim_init(lv_anim_t * a)
73 {
74     memset(a, 0, sizeof(lv_anim_t));
75     a->time    = 500;
76     a->start   = 0;
77     a->end     = 100;
78     a->path_cb = lv_anim_path_linear;
79 }
80 /**
81  * Create an animation
82  * @param a an initialized 'anim_t' variable. Not required after call.
83  */
lv_anim_create(lv_anim_t * a)84 void lv_anim_create(lv_anim_t * a)
85 {
86     LV_LOG_TRACE("animation create started")
87     /* Do not let two animations for the  same 'var' with the same 'fp'*/
88     if(a->exec_cb != NULL) lv_anim_del(a->var, a->exec_cb); /*fp == NULL would delete all animations of var*/
89 
90     /*Add the new animation to the animation linked list*/
91     lv_anim_t * new_anim = lv_ll_ins_head(&LV_GC_ROOT(_lv_anim_ll));
92     lv_mem_assert(new_anim);
93     if(new_anim == NULL) return;
94 
95     /*Initialize the animation descriptor*/
96     a->playback_now = 0;
97     memcpy(new_anim, a, sizeof(lv_anim_t));
98 
99     /*Set the start value*/
100     if(new_anim->exec_cb) new_anim->exec_cb(new_anim->var, new_anim->start);
101 
102     /* Creating an animation changed the linked list.
103      * It's important if it happens in a ready callback. (see `anim_task`)*/
104     anim_list_changed = true;
105 
106     LV_LOG_TRACE("animation created")
107 }
108 
109 /**
110  * Delete an animation of a variable with a given animator function
111  * @param var pointer to variable
112  * @param exec_cb a function pointer which is animating 'var',
113  *           or NULL to delete all the animations of 'var'
114  * @return true: at least 1 animation is deleted, false: no animation is deleted
115  */
lv_anim_del(void * var,lv_anim_exec_xcb_t exec_cb)116 bool lv_anim_del(void * var, lv_anim_exec_xcb_t exec_cb)
117 {
118     lv_anim_t * a;
119     lv_anim_t * a_next;
120     bool del = false;
121     a        = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll));
122     while(a != NULL) {
123         /*'a' might be deleted, so get the next object while 'a' is valid*/
124         a_next = lv_ll_get_next(&LV_GC_ROOT(_lv_anim_ll), a);
125 
126         if(a->var == var && (a->exec_cb == exec_cb || exec_cb == NULL)) {
127             lv_ll_rem(&LV_GC_ROOT(_lv_anim_ll), a);
128             lv_mem_free(a);
129             anim_list_changed = true; /*Read by `anim_task`. It need to know if a delete occurred in
130                                          the linked list*/
131             del = true;
132         }
133 
134         a = a_next;
135     }
136 
137     return del;
138 }
139 
140 /**
141  * Get the number of currently running animations
142  * @return the number of running animations
143  */
lv_anim_count_running(void)144 uint16_t lv_anim_count_running(void)
145 {
146     uint16_t cnt = 0;
147     lv_anim_t * a;
148     LV_LL_READ(LV_GC_ROOT(_lv_anim_ll), a) cnt++;
149 
150     return cnt++;
151 }
152 
153 /**
154  * Calculate the time of an animation with a given speed and the start and end values
155  * @param speed speed of animation in unit/sec
156  * @param start start value of the animation
157  * @param end end value of the animation
158  * @return the required time [ms] for the animation with the given parameters
159  */
lv_anim_speed_to_time(uint16_t speed,lv_anim_value_t start,lv_anim_value_t end)160 uint16_t lv_anim_speed_to_time(uint16_t speed, lv_anim_value_t start, lv_anim_value_t end)
161 {
162     int32_t d     = LV_MATH_ABS((int32_t)start - end);
163     uint32_t time = (int32_t)((int32_t)(d * 1000) / speed);
164 
165     if(time > UINT16_MAX) time = UINT16_MAX;
166 
167     if(time == 0) {
168         time++;
169     }
170 
171     return time;
172 }
173 
174 /**
175  * Calculate the current value of an animation applying linear characteristic
176  * @param a pointer to an animation
177  * @return the current value to set
178  */
lv_anim_path_linear(const lv_anim_t * a)179 lv_anim_value_t lv_anim_path_linear(const lv_anim_t * a)
180 {
181     /*Calculate the current step*/
182     uint32_t step;
183     if(a->time == a->act_time) {
184         step = LV_ANIM_RESOLUTION; /*Use the last value if the time fully elapsed*/
185     } else {
186         step = ((int32_t)a->act_time * LV_ANIM_RESOLUTION) / a->time;
187     }
188 
189     /* Get the new value which will be proportional to `step`
190      * and the `start` and `end` values*/
191     int32_t new_value;
192     new_value = (int32_t)step * (a->end - a->start);
193     new_value = new_value >> LV_ANIM_RES_SHIFT;
194     new_value += a->start;
195 
196     return (lv_anim_value_t)new_value;
197 }
198 
199 /**
200  * Calculate the current value of an animation slowing down the start phase
201  * @param a pointer to an animation
202  * @return the current value to set
203  */
lv_anim_path_ease_in(const lv_anim_t * a)204 lv_anim_value_t lv_anim_path_ease_in(const lv_anim_t * a)
205 {
206     /*Calculate the current step*/
207     uint32_t t;
208     if(a->time == a->act_time)
209         t = 1024;
210     else
211         t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
212 
213     int32_t step = lv_bezier3(t, 0, 1, 1, 1024);
214 
215     int32_t new_value;
216     new_value = (int32_t)step * (a->end - a->start);
217     new_value = new_value >> 10;
218     new_value += a->start;
219 
220     return (lv_anim_value_t)new_value;
221 }
222 
223 /**
224  * Calculate the current value of an animation slowing down the end phase
225  * @param a pointer to an animation
226  * @return the current value to set
227  */
lv_anim_path_ease_out(const lv_anim_t * a)228 lv_anim_value_t lv_anim_path_ease_out(const lv_anim_t * a)
229 {
230     /*Calculate the current step*/
231 
232     uint32_t t;
233     if(a->time == a->act_time)
234         t = 1024;
235     else
236         t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
237 
238     int32_t step = lv_bezier3(t, 0, 1023, 1023, 1024);
239 
240     int32_t new_value;
241     new_value = (int32_t)step * (a->end - a->start);
242     new_value = new_value >> 10;
243     new_value += a->start;
244 
245     return (lv_anim_value_t)new_value;
246 }
247 
248 /**
249  * Calculate the current value of an animation applying an "S" characteristic (cosine)
250  * @param a pointer to an animation
251  * @return the current value to set
252  */
lv_anim_path_ease_in_out(const lv_anim_t * a)253 lv_anim_value_t lv_anim_path_ease_in_out(const lv_anim_t * a)
254 {
255     /*Calculate the current step*/
256 
257     uint32_t t;
258     if(a->time == a->act_time)
259         t = 1024;
260     else
261         t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
262 
263     int32_t step = lv_bezier3(t, 0, 100, 924, 1024);
264 
265     int32_t new_value;
266     new_value = (int32_t)step * (a->end - a->start);
267     new_value = new_value >> 10;
268     new_value += a->start;
269 
270     return (lv_anim_value_t)new_value;
271 }
272 
273 /**
274  * Calculate the current value of an animation with overshoot at the end
275  * @param a pointer to an animation
276  * @return the current value to set
277  */
lv_anim_path_overshoot(const lv_anim_t * a)278 lv_anim_value_t lv_anim_path_overshoot(const lv_anim_t * a)
279 {
280     /*Calculate the current step*/
281 
282     uint32_t t;
283     if(a->time == a->act_time)
284         t = 1024;
285     else
286         t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
287 
288     int32_t step = lv_bezier3(t, 0, 600, 1300, 1024);
289 
290     int32_t new_value;
291     new_value = (int32_t)step * (a->end - a->start);
292     new_value = new_value >> 10;
293     new_value += a->start;
294 
295     return (lv_anim_value_t)new_value;
296 }
297 
298 /**
299  * Calculate the current value of an animation with 3 bounces
300  * @param a pointer to an animation
301  * @return the current value to set
302  */
lv_anim_path_bounce(const lv_anim_t * a)303 lv_anim_value_t lv_anim_path_bounce(const lv_anim_t * a)
304 {
305     /*Calculate the current step*/
306     uint32_t t;
307     if(a->time == a->act_time)
308         t = 1024;
309     else
310         t = (uint32_t)((uint32_t)a->act_time * 1024) / a->time;
311 
312     int32_t diff = (a->end - a->start);
313 
314     /*3 bounces has 5 parts: 3 down and 2 up. One part is t / 5 long*/
315 
316     if(t < 408) {
317         /*Go down*/
318         t = (t * 2500) >> 10; /*[0..1024] range*/
319     } else if(t >= 408 && t < 614) {
320         /*First bounce back*/
321         t -= 408;
322         t    = t * 5; /*to [0..1024] range*/
323         t    = 1024 - t;
324         diff = diff / 6;
325     } else if(t >= 614 && t < 819) {
326         /*Fall back*/
327         t -= 614;
328         t    = t * 5; /*to [0..1024] range*/
329         diff = diff / 6;
330     } else if(t >= 819 && t < 921) {
331         /*Second bounce back*/
332         t -= 819;
333         t    = t * 10; /*to [0..1024] range*/
334         t    = 1024 - t;
335         diff = diff / 16;
336     } else if(t >= 921 && t <= 1024) {
337         /*Fall back*/
338         t -= 921;
339         t    = t * 10; /*to [0..1024] range*/
340         diff = diff / 16;
341     }
342 
343     if(t > 1024) t = 1024;
344 
345     int32_t step = lv_bezier3(t, 1024, 1024, 800, 0);
346 
347     int32_t new_value;
348     new_value = (int32_t)step * diff;
349     new_value = new_value >> 10;
350     new_value = a->end - new_value;
351 
352     return (lv_anim_value_t)new_value;
353 }
354 
355 /**
356  * Calculate the current value of an animation applying step characteristic.
357  * (Set end value on the end of the animation)
358  * @param a pointer to an animation
359  * @return the current value to set
360  */
lv_anim_path_step(const lv_anim_t * a)361 lv_anim_value_t lv_anim_path_step(const lv_anim_t * a)
362 {
363     if(a->act_time >= a->time)
364         return a->end;
365     else
366         return a->start;
367 }
368 
369 /**********************
370  *   STATIC FUNCTIONS
371  **********************/
372 
373 /**
374  * Periodically handle the animations.
375  * @param param unused
376  */
anim_task(lv_task_t * param)377 static void anim_task(lv_task_t * param)
378 {
379     (void)param;
380 
381     lv_anim_t * a;
382     LV_LL_READ(LV_GC_ROOT(_lv_anim_ll), a)
383     {
384         a->has_run = 0;
385     }
386 
387     uint32_t elaps = lv_tick_elaps(last_task_run);
388 
389     a = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll));
390 
391     while(a != NULL) {
392         /*It can be set by `lv_anim_del()` typically in `end_cb`. If set then an animation delete
393          * happened in `anim_ready_handler` which could make this linked list reading corrupt
394          * because the list is changed meanwhile
395          */
396         anim_list_changed = false;
397 
398         if(!a->has_run) {
399             a->has_run = 1; /*The list readying might be reseted so need to know which anim has run already*/
400             a->act_time += elaps;
401             if(a->act_time >= 0) {
402                 if(a->act_time > a->time) a->act_time = a->time;
403 
404                 int32_t new_value;
405                 new_value = a->path_cb(a);
406 
407                 /*Apply the calculated value*/
408                 if(a->exec_cb) a->exec_cb(a->var, new_value);
409 
410                 /*If the time is elapsed the animation is ready*/
411                 if(a->act_time >= a->time) {
412                     anim_ready_handler(a);
413                 }
414             }
415         }
416 
417         /* If the linked list changed due to anim. delete then it's not safe to continue
418          * the reading of the list from here -> start from the head*/
419         if(anim_list_changed)
420             a = lv_ll_get_head(&LV_GC_ROOT(_lv_anim_ll));
421         else
422             a = lv_ll_get_next(&LV_GC_ROOT(_lv_anim_ll), a);
423     }
424 
425     last_task_run = lv_tick_get();
426 }
427 
428 /**
429  * Called when an animation is ready to do the necessary thinks
430  * e.g. repeat, play back, delete etc.
431  * @param a pointer to an animation descriptor
432  * @return true: animation delete occurred nnd the `LV_GC_ROOT(_lv_anim_ll)` has changed
433  * */
anim_ready_handler(lv_anim_t * a)434 static bool anim_ready_handler(lv_anim_t * a)
435 {
436 
437     /*Delete the animation if
438      * - no repeat and no play back (simple one shot animation)
439      * - no repeat, play back is enabled and play back is ready */
440     if((a->repeat == 0 && a->playback == 0) || (a->repeat == 0 && a->playback == 1 && a->playback_now == 1)) {
441 
442         /*Create copy from the animation and delete the animation from the list.
443          * This way the `ready_cb` will see the animations like it's animation is ready deleted*/
444         lv_anim_t a_tmp;
445         memcpy(&a_tmp, a, sizeof(lv_anim_t));
446         lv_ll_rem(&LV_GC_ROOT(_lv_anim_ll), a);
447         lv_mem_free(a);
448         anim_list_changed = true;
449 
450         /* Call the callback function at the end*/
451         if(a_tmp.ready_cb != NULL) a_tmp.ready_cb(&a_tmp);
452     }
453     /*If the animation is not deleted then restart it*/
454     else {
455         a->act_time = -a->repeat_pause; /*Restart the animation*/
456         /*Swap the start and end values in play back mode*/
457         if(a->playback != 0) {
458             /*If now turning back use the 'playback_pause*/
459             if(a->playback_now == 0) a->act_time = -a->playback_pause;
460 
461             /*Toggle the play back state*/
462             a->playback_now = a->playback_now == 0 ? 1 : 0;
463             /*Swap the start and end values*/
464             int32_t tmp;
465             tmp      = a->start;
466             a->start = a->end;
467             a->end   = tmp;
468         }
469     }
470 
471     return anim_list_changed;
472 }
473 #endif
474