emoji_display.h 1.6 KB

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  1. #pragma once
  2. #include "display/lcd_display.h"
  3. #include <memory>
  4. #include <functional>
  5. #include <esp_lcd_panel_io.h>
  6. #include <esp_lcd_panel_ops.h>
  7. #include "anim_player.h"
  8. #include "mmap_generate_emoji.h"
  9. namespace anim {
  10. class EmojiPlayer;
  11. using FlushIoReadyCallback = std::function<bool(esp_lcd_panel_io_handle_t, esp_lcd_panel_io_event_data_t*, void*)>;
  12. using FlushCallback = std::function<void(anim_player_handle_t, int, int, int, int, const void*)>;
  13. class EmojiPlayer {
  14. public:
  15. EmojiPlayer(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io);
  16. ~EmojiPlayer();
  17. void StartPlayer(int aaf, bool repeat, int fps);
  18. void StopPlayer();
  19. private:
  20. static bool OnFlushIoReady(esp_lcd_panel_io_handle_t panel_io, esp_lcd_panel_io_event_data_t *edata, void *user_ctx);
  21. static void OnFlush(anim_player_handle_t handle, int x_start, int y_start, int x_end, int y_end, const void *color_data);
  22. anim_player_handle_t player_handle_;
  23. mmap_assets_handle_t assets_handle_;
  24. };
  25. class EmojiWidget : public Display {
  26. public:
  27. EmojiWidget(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io);
  28. virtual ~EmojiWidget();
  29. virtual void SetEmotion(const char* emotion) override;
  30. virtual void SetStatus(const char* status) override;
  31. anim::EmojiPlayer* GetPlayer()
  32. {
  33. return player_.get();
  34. }
  35. private:
  36. void InitializePlayer(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io);
  37. virtual bool Lock(int timeout_ms = 0) override;
  38. virtual void Unlock() override;
  39. std::unique_ptr<anim::EmojiPlayer> player_;
  40. };
  41. } // namespace anim