Animation now uses .pia files from SPIFFS instead of hardcoded C stuff.
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@ -38,24 +38,33 @@ it contains only one entry and .individual_delays will be false.
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class Animation {
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protected:
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AnimationData* data;
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unsigned long currentFrameSince;
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uint8_t currentFrame = 0;
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uint8_t* animation_data;
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CRGB* colors;
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CRGB** _colors;
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CRGB* fgColor = NULL;
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CRGB* bgColor = new CRGB(0x000000);
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int8_t xOffset = 0;
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int8_t yOffset = 0;
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uint8_t startFrame = 0;
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uint8_t endFrame = 0;
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uint8_t _startFrame = 0;
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uint8_t _endFrame = 0;
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Window* _window;
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uint8_t _width;
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uint8_t _height;
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uint8_t _frame_count;
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uint8_t _color_count;
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uint16_t* _frame_times;
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uint16_t* _frame_data_lengths;
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uint8_t** _frame_data;
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bool _data_valid = false;
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virtual CRGB* getColor(uint8_t color_index);
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void drawFrame(Window* w, uint8_t frame_index);
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void drawPixel(Window* w, int index, CRGB* color);
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void drawPixel(int index, CRGB* color);
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uint16_t getFrameDelay(int frame);
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bool _load_from_file(const char* c);
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public:
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Animation(AnimationData* d);
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Animation(const char* filename, Window* win);
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void setFgColor(CRGB*);
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void setBgColor(CRGB* bg_color);
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bool invert();
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@ -65,7 +74,8 @@ public:
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void setFrameRange(uint8_t sf, uint8_t ef);
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void setSingleFrame(uint8_t frame);
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virtual ~Animation();
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void draw(Window* w);
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void drawFrame(Window* w);
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void draw();
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void drawFrame();
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void drawFrame(uint8_t frame_index);
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virtual bool advance();
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};
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@ -1,42 +0,0 @@
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/**
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Animations are structured in AnimationData as follows:
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.colors contains .color_count*3 uint8_t values for R, G and B.
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.offsets contains the frame start offsets within .data + the length of the data. (So
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you can always do something like `for (int i=anim.offsets[i]; i<anim.offsets[i+1]; i++)`.
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Accordingly it has a length of .frame_count+1.
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.data contains all frames data with a run-length compression with escape char 255.
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This data references the index of one or multiple pixels in .colors. It starts at the
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top left pixel and walks each row to the right before starting the next row.
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To decode it: Start at a frame (indicated by .offsets). Get one byte as x.
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If x is <255: This is a single pixel of color x.
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if x is 255: Run-length-encoding. The next byte indicates of often the byte after that
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will be repeated. So, {255, 4, 10} is equal to {10, 10, 10, 10}.
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A special case that may happen in larger GIFs is that there are more than 255 repetitions
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of a color. Those will be split, so 355*color #10 will be: {255, 255, 10, 255, 100, 10},
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e.g. 255*10 + 100*10. Usually this shouldn't need special handling within a decoder.
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Regarding colors in .data:
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Color 0 means "keep the color from the previous frame". This color should never appear on frame #0.
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Color 1 means "show the background color".
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All other color values point to a color in .colors - with an offset of 2.
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So if in .data there's a color 3, paint this pixel in .colors[1].
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.individual_delays contains either 1 or .frame_count delays. They are given in ms and
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indicate how long the matching frame should be displayed. If all times are equal, then
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it contains only one entry and .individual_delays will be false.
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.w and .h contain the dimensions of the image.
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**/
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#pragma once
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#include <Arduino.h>
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#include "prototypes.h"
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extern AnimationData animation_koopa;
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extern AnimationData animation_couple_rain;
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extern AnimationData animation_couple_snow;
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extern AnimationData animation_heart;
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extern AnimationData animation_weather_icons;
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extern AnimationData animation_cake;
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@ -8,15 +8,13 @@
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class AnimationEffect : public Effect {
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private:
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Animation *animation;
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AnimationData *animation_data;
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CRGB *bg_color;
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uint16_t xOffset;
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uint16_t yOffset;
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public:
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AnimationEffect(AnimationData* anim) : AnimationEffect(anim, new CRGB(0x000000), 0, 0) {}
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AnimationEffect(AnimationData* anim, CRGB* background_color) : AnimationEffect(anim, background_color, 0, 0) {}
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AnimationEffect(AnimationData* anim, CRGB* bg_color, int x, int y);
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void start();
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void stop();
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AnimationEffect(const char* name) : AnimationEffect(name, new CRGB(0x000000), 0, 0) {}
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AnimationEffect(const char* name, CRGB* background_color) : AnimationEffect(name, background_color, 0, 0) {}
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AnimationEffect(const char* name, CRGB* bg_color, int x, int y);
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~AnimationEffect();
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void loop();
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};
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