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111 lines
3.8 KiB
111 lines
3.8 KiB
2 years ago
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/*
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* EEZ Modular Firmware
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* Copyright (C) 2021-present, Envox d.o.o.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <eez/flow/components.h>
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#include <eez/flow/flow_defs_v3.h>
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#include <eez/flow/expression.h>
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#include <eez/flow/private.h>
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#include <eez/flow/queue.h>
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#include <eez/gui/gui.h>
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using namespace eez::gui;
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namespace eez {
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namespace flow {
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struct AnimateComponenentExecutionState : public ComponenentExecutionState {
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float startPosition;
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float endPosition;
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float speed;
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uint32_t startTimestamp;
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};
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void executeAnimateComponent(FlowState *flowState, unsigned componentIndex) {
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auto state = (AnimateComponenentExecutionState *)flowState->componenentExecutionStates[componentIndex];
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if (!state) {
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Value fromValue;
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if (!evalProperty(flowState, componentIndex, defs_v3::ANIMATE_ACTION_COMPONENT_PROPERTY_FROM, fromValue, "Failed to evaluate From in Animate")) {
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return;
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}
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Value toValue;
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if (!evalProperty(flowState, componentIndex, defs_v3::ANIMATE_ACTION_COMPONENT_PROPERTY_TO, toValue, "Failed to evaluate To in Animate")) {
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return;
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}
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Value speedValue;
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if (!evalProperty(flowState, componentIndex, defs_v3::ANIMATE_ACTION_COMPONENT_PROPERTY_SPEED, speedValue, "Failed to evaluate Speed in Animate")) {
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return;
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}
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float from = fromValue.toFloat();
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float to = toValue.toFloat();
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float speed = speedValue.toFloat();
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if (speed == 0) {
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flowState->timelinePosition = to;
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onFlowStateTimelineChanged(flowState);
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propagateValueThroughSeqout(flowState, componentIndex);
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} else {
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state = allocateComponentExecutionState<AnimateComponenentExecutionState>(flowState, componentIndex);
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state->startPosition = from;
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state->endPosition = to;
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state->speed = speed;
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state->startTimestamp = millis();
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if (!addToQueue(flowState, componentIndex, -1, -1, -1, true)) {
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throwError(flowState, componentIndex, "Execution queue is full\n");
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return;
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}
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}
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} else {
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float currentTime;
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if (state->startPosition < state->endPosition) {
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currentTime = state->startPosition + state->speed * (millis() - state->startTimestamp) / 1000.0f;
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if (currentTime >= state->endPosition) {
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currentTime = state->endPosition;
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}
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} else {
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currentTime = state->startPosition - state->speed * (millis() - state->startTimestamp) / 1000.0f;
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if (currentTime <= state->endPosition) {
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currentTime = state->endPosition;
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}
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}
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flowState->timelinePosition = currentTime;
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onFlowStateTimelineChanged(flowState);
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if (currentTime == state->endPosition) {
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deallocateComponentExecutionState(flowState, componentIndex);
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propagateValueThroughSeqout(flowState, componentIndex);
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} else {
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if (!addToQueue(flowState, componentIndex, -1, -1, -1, true)) {
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throwError(flowState, componentIndex, "Execution queue is full\n");
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return;
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}
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}
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}
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}
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} // namespace flow
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} // namespace eez
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