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display: move Image, Font and Animation code into components (#4967)
* display: move `Font` to `components/font` * display: move `Animation` to `components/animation` * display: move `Image` to `components/image`
This commit is contained in:
@@ -1,7 +1,7 @@
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import logging
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from esphome import automation, core
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from esphome.components import display, font
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from esphome.components import font
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import esphome.components.image as espImage
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from esphome.components.image import CONF_USE_TRANSPARENCY
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import esphome.config_validation as cv
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@@ -18,6 +18,7 @@ from esphome.core import CORE, HexInt
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_LOGGER = logging.getLogger(__name__)
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AUTO_LOAD = ["image"]
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CODEOWNERS = ["@syndlex"]
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DEPENDENCIES = ["display"]
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MULTI_CONF = True
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@@ -27,16 +28,18 @@ CONF_START_FRAME = "start_frame"
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CONF_END_FRAME = "end_frame"
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CONF_FRAME = "frame"
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Animation_ = display.display_ns.class_("Animation", espImage.Image_)
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animation_ns = cg.esphome_ns.namespace("animation")
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Animation_ = animation_ns.class_("Animation", espImage.Image_)
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# Actions
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NextFrameAction = display.display_ns.class_(
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NextFrameAction = animation_ns.class_(
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"AnimationNextFrameAction", automation.Action, cg.Parented.template(Animation_)
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)
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PrevFrameAction = display.display_ns.class_(
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PrevFrameAction = animation_ns.class_(
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"AnimationPrevFrameAction", automation.Action, cg.Parented.template(Animation_)
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)
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SetFrameAction = display.display_ns.class_(
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SetFrameAction = animation_ns.class_(
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"AnimationSetFrameAction", automation.Action, cg.Parented.template(Animation_)
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)
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70
esphome/components/animation/animation.cpp
Normal file
70
esphome/components/animation/animation.cpp
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@@ -0,0 +1,70 @@
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#include "animation.h"
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#include "esphome/core/hal.h"
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namespace esphome {
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namespace animation {
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Animation::Animation(const uint8_t *data_start, int width, int height, uint32_t animation_frame_count,
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image::ImageType type)
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: Image(data_start, width, height, type),
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animation_data_start_(data_start),
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current_frame_(0),
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animation_frame_count_(animation_frame_count),
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loop_start_frame_(0),
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loop_end_frame_(animation_frame_count_),
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loop_count_(0),
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loop_current_iteration_(1) {}
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void Animation::set_loop(uint32_t start_frame, uint32_t end_frame, int count) {
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loop_start_frame_ = std::min(start_frame, animation_frame_count_);
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loop_end_frame_ = std::min(end_frame, animation_frame_count_);
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loop_count_ = count;
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loop_current_iteration_ = 1;
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}
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uint32_t Animation::get_animation_frame_count() const { return this->animation_frame_count_; }
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int Animation::get_current_frame() const { return this->current_frame_; }
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void Animation::next_frame() {
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this->current_frame_++;
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if (loop_count_ && this->current_frame_ == loop_end_frame_ &&
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(this->loop_current_iteration_ < loop_count_ || loop_count_ < 0)) {
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this->current_frame_ = loop_start_frame_;
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this->loop_current_iteration_++;
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}
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if (this->current_frame_ >= animation_frame_count_) {
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this->loop_current_iteration_ = 1;
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this->current_frame_ = 0;
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}
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this->update_data_start_();
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}
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void Animation::prev_frame() {
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this->current_frame_--;
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if (this->current_frame_ < 0) {
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this->current_frame_ = this->animation_frame_count_ - 1;
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}
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this->update_data_start_();
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}
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void Animation::set_frame(int frame) {
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unsigned abs_frame = abs(frame);
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if (abs_frame < this->animation_frame_count_) {
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if (frame >= 0) {
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this->current_frame_ = frame;
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} else {
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this->current_frame_ = this->animation_frame_count_ - abs_frame;
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}
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}
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this->update_data_start_();
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}
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void Animation::update_data_start_() {
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const uint32_t image_size = image_type_to_width_stride(this->width_, this->type_) * this->height_;
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this->data_start_ = this->animation_data_start_ + image_size * this->current_frame_;
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}
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} // namespace animation
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} // namespace esphome
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67
esphome/components/animation/animation.h
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67
esphome/components/animation/animation.h
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@@ -0,0 +1,67 @@
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#pragma once
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#include "esphome/components/image/image.h"
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#include "esphome/core/automation.h"
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namespace esphome {
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namespace animation {
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class Animation : public image::Image {
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public:
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Animation(const uint8_t *data_start, int width, int height, uint32_t animation_frame_count, image::ImageType type);
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uint32_t get_animation_frame_count() const;
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int get_current_frame() const;
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void next_frame();
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void prev_frame();
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/** Selects a specific frame within the animation.
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*
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* @param frame If possitive, advance to the frame. If negative, recede to that frame from the end frame.
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*/
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void set_frame(int frame);
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void set_loop(uint32_t start_frame, uint32_t end_frame, int count);
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protected:
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void update_data_start_();
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const uint8_t *animation_data_start_;
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int current_frame_;
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uint32_t animation_frame_count_;
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uint32_t loop_start_frame_;
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uint32_t loop_end_frame_;
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int loop_count_;
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int loop_current_iteration_;
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};
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template<typename... Ts> class AnimationNextFrameAction : public Action<Ts...> {
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public:
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AnimationNextFrameAction(Animation *parent) : parent_(parent) {}
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void play(Ts... x) override { this->parent_->next_frame(); }
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protected:
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Animation *parent_;
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};
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template<typename... Ts> class AnimationPrevFrameAction : public Action<Ts...> {
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public:
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AnimationPrevFrameAction(Animation *parent) : parent_(parent) {}
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void play(Ts... x) override { this->parent_->prev_frame(); }
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protected:
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Animation *parent_;
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};
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template<typename... Ts> class AnimationSetFrameAction : public Action<Ts...> {
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public:
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AnimationSetFrameAction(Animation *parent) : parent_(parent) {}
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TEMPLATABLE_VALUE(uint16_t, frame)
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void play(Ts... x) override { this->parent_->set_frame(this->frame_.value(x...)); }
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protected:
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Animation *parent_;
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};
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} // namespace animation
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} // namespace esphome
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