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110 lines
3.8 KiB
110 lines
3.8 KiB
/* |
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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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