mirror of
https://github.com/78/xiaozhi-esp32.git
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* fix: call flush ready on io ready * eachear: update to v2 partition table but disable class Assets currently * stop gif if previewing an image * feat: build default assets instead of downloading * version updates * fix None error * delay 1s before enter wifi config mode * fix compiling with v1 partition table --------- Co-authored-by: Xiaoxia <terrence.huang@tenclass.com>
177 lines
5.2 KiB
C++
177 lines
5.2 KiB
C++
#include <cstring>
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#include "display/lcd_display.h"
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#include <esp_log.h>
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#include "emoji_display.h"
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#include "assets/lang_config.h"
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#include "assets.h"
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#include <esp_lcd_panel_io.h>
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#include <freertos/FreeRTOS.h>
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#include <freertos/task.h>
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#include <freertos/queue.h>
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#include <freertos/event_groups.h>
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static const char *TAG = "emoji";
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namespace anim {
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// Emoji asset name mapping based on usage pattern
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static const std::unordered_map<std::string, std::string> emoji_asset_name_map = {
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{"connecting", "connecting.aaf"},
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{"wake", "wake.aaf"},
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{"asking", "asking.aaf"},
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{"happy_loop", "happy_loop.aaf"},
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{"sad_loop", "sad_loop.aaf"},
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{"anger_loop", "anger_loop.aaf"},
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{"panic_loop", "panic_loop.aaf"},
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{"blink_quick", "blink_quick.aaf"},
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{"scorn_loop", "scorn_loop.aaf"}
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};
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bool EmojiPlayer::OnFlushIoReady(esp_lcd_panel_io_handle_t panel_io, esp_lcd_panel_io_event_data_t *edata, void *user_ctx)
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{
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auto* disp_drv = static_cast<anim_player_handle_t*>(user_ctx);
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anim_player_flush_ready(disp_drv);
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return true;
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}
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void EmojiPlayer::OnFlush(anim_player_handle_t handle, int x_start, int y_start, int x_end, int y_end, const void *color_data)
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{
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auto* panel = static_cast<esp_lcd_panel_handle_t>(anim_player_get_user_data(handle));
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esp_lcd_panel_draw_bitmap(panel, x_start, y_start, x_end, y_end, color_data);
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}
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EmojiPlayer::EmojiPlayer(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io)
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{
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ESP_LOGI(TAG, "Create EmojiPlayer, panel: %p, panel_io: %p", panel, panel_io);
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anim_player_config_t player_cfg = {
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.flush_cb = OnFlush,
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.update_cb = NULL,
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.user_data = panel,
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.flags = {.swap = true},
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.task = ANIM_PLAYER_INIT_CONFIG()
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};
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player_handle_ = anim_player_init(&player_cfg);
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const esp_lcd_panel_io_callbacks_t cbs = {
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.on_color_trans_done = OnFlushIoReady,
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};
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esp_lcd_panel_io_register_event_callbacks(panel_io, &cbs, player_handle_);
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StartPlayer("connecting", true, 15);
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}
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EmojiPlayer::~EmojiPlayer()
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{
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if (player_handle_) {
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anim_player_update(player_handle_, PLAYER_ACTION_STOP);
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anim_player_deinit(player_handle_);
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player_handle_ = nullptr;
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}
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}
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void EmojiPlayer::StartPlayer(const std::string& asset_name, bool repeat, int fps)
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{
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if (player_handle_) {
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uint32_t start, end;
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void *src_data = nullptr;
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size_t src_len = 0;
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auto& assets = Assets::GetInstance();
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std::string filename = emoji_asset_name_map.at(asset_name);
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if (!assets.GetAssetData(filename, src_data, src_len)) {
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ESP_LOGE(TAG, "Failed to get asset data for %s", asset_name.c_str());
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return;
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}
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anim_player_set_src_data(player_handle_, src_data, src_len);
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anim_player_get_segment(player_handle_, &start, &end);
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if(asset_name == "wake"){
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start = 7;
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}
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anim_player_set_segment(player_handle_, start, end, fps, true);
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anim_player_update(player_handle_, PLAYER_ACTION_START);
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}
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}
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void EmojiPlayer::StopPlayer()
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{
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if (player_handle_) {
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anim_player_update(player_handle_, PLAYER_ACTION_STOP);
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}
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}
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EmojiWidget::EmojiWidget(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io)
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{
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InitializePlayer(panel, panel_io);
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}
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EmojiWidget::~EmojiWidget()
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{
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}
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void EmojiWidget::SetEmotion(const char* emotion)
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{
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if (!player_) {
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return;
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}
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using Param = std::tuple<std::string, bool, int>;
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static const std::unordered_map<std::string, Param> emotion_map = {
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{"happy", {"happy_loop", true, 25}},
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{"laughing", {"happy_loop", true, 25}},
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{"funny", {"happy_loop", true, 25}},
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{"loving", {"happy_loop", true, 25}},
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{"embarrassed", {"happy_loop", true, 25}},
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{"confident", {"happy_loop", true, 25}},
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{"delicious", {"happy_loop", true, 25}},
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{"sad", {"sad_loop", true, 25}},
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{"crying", {"sad_loop", true, 25}},
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{"sleepy", {"sad_loop", true, 25}},
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{"silly", {"sad_loop", true, 25}},
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{"angry", {"anger_loop", true, 25}},
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{"surprised", {"panic_loop", true, 25}},
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{"shocked", {"panic_loop", true, 25}},
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{"thinking", {"happy_loop", true, 25}},
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{"winking", {"blink_quick", true, 5}},
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{"relaxed", {"scorn_loop", true, 25}},
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{"confused", {"scorn_loop", true, 25}},
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};
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auto it = emotion_map.find(emotion);
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if (it != emotion_map.end()) {
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const auto& [aaf, repeat, fps] = it->second;
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player_->StartPlayer(aaf, repeat, fps);
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} else if (strcmp(emotion, "neutral") == 0) {
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}
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}
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void EmojiWidget::SetStatus(const char* status)
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{
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if (player_) {
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if (strcmp(status, Lang::Strings::LISTENING) == 0) {
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player_->StartPlayer("asking", true, 15);
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} else if (strcmp(status, Lang::Strings::STANDBY) == 0) {
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player_->StartPlayer("wake", true, 15);
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}
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}
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}
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void EmojiWidget::InitializePlayer(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io)
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{
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player_ = std::make_unique<EmojiPlayer>(panel, panel_io);
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}
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bool EmojiWidget::Lock(int timeout_ms)
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{
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return true;
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}
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void EmojiWidget::Unlock()
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{
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}
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} // namespace anim
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