xiaozhi-esp32/main/boards/esp-hi/emoji_display.cc
Xiaoxia 5018f6c03a
feat: build default assets instead of downloading and v2 tables for esp-hi, echoear (#1203)
* 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>
2025-09-16 15:24:24 +08:00

177 lines
5.2 KiB
C++

#include <cstring>
#include "display/lcd_display.h"
#include <esp_log.h>
#include "emoji_display.h"
#include "assets/lang_config.h"
#include "assets.h"
#include <esp_lcd_panel_io.h>
#include <freertos/FreeRTOS.h>
#include <freertos/task.h>
#include <freertos/queue.h>
#include <freertos/event_groups.h>
static const char *TAG = "emoji";
namespace anim {
// Emoji asset name mapping based on usage pattern
static const std::unordered_map<std::string, std::string> emoji_asset_name_map = {
{"connecting", "connecting.aaf"},
{"wake", "wake.aaf"},
{"asking", "asking.aaf"},
{"happy_loop", "happy_loop.aaf"},
{"sad_loop", "sad_loop.aaf"},
{"anger_loop", "anger_loop.aaf"},
{"panic_loop", "panic_loop.aaf"},
{"blink_quick", "blink_quick.aaf"},
{"scorn_loop", "scorn_loop.aaf"}
};
bool EmojiPlayer::OnFlushIoReady(esp_lcd_panel_io_handle_t panel_io, esp_lcd_panel_io_event_data_t *edata, void *user_ctx)
{
auto* disp_drv = static_cast<anim_player_handle_t*>(user_ctx);
anim_player_flush_ready(disp_drv);
return true;
}
void EmojiPlayer::OnFlush(anim_player_handle_t handle, int x_start, int y_start, int x_end, int y_end, const void *color_data)
{
auto* panel = static_cast<esp_lcd_panel_handle_t>(anim_player_get_user_data(handle));
esp_lcd_panel_draw_bitmap(panel, x_start, y_start, x_end, y_end, color_data);
}
EmojiPlayer::EmojiPlayer(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io)
{
ESP_LOGI(TAG, "Create EmojiPlayer, panel: %p, panel_io: %p", panel, panel_io);
anim_player_config_t player_cfg = {
.flush_cb = OnFlush,
.update_cb = NULL,
.user_data = panel,
.flags = {.swap = true},
.task = ANIM_PLAYER_INIT_CONFIG()
};
player_handle_ = anim_player_init(&player_cfg);
const esp_lcd_panel_io_callbacks_t cbs = {
.on_color_trans_done = OnFlushIoReady,
};
esp_lcd_panel_io_register_event_callbacks(panel_io, &cbs, player_handle_);
StartPlayer("connecting", true, 15);
}
EmojiPlayer::~EmojiPlayer()
{
if (player_handle_) {
anim_player_update(player_handle_, PLAYER_ACTION_STOP);
anim_player_deinit(player_handle_);
player_handle_ = nullptr;
}
}
void EmojiPlayer::StartPlayer(const std::string& asset_name, bool repeat, int fps)
{
if (player_handle_) {
uint32_t start, end;
void *src_data = nullptr;
size_t src_len = 0;
auto& assets = Assets::GetInstance();
std::string filename = emoji_asset_name_map.at(asset_name);
if (!assets.GetAssetData(filename, src_data, src_len)) {
ESP_LOGE(TAG, "Failed to get asset data for %s", asset_name.c_str());
return;
}
anim_player_set_src_data(player_handle_, src_data, src_len);
anim_player_get_segment(player_handle_, &start, &end);
if(asset_name == "wake"){
start = 7;
}
anim_player_set_segment(player_handle_, start, end, fps, true);
anim_player_update(player_handle_, PLAYER_ACTION_START);
}
}
void EmojiPlayer::StopPlayer()
{
if (player_handle_) {
anim_player_update(player_handle_, PLAYER_ACTION_STOP);
}
}
EmojiWidget::EmojiWidget(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io)
{
InitializePlayer(panel, panel_io);
}
EmojiWidget::~EmojiWidget()
{
}
void EmojiWidget::SetEmotion(const char* emotion)
{
if (!player_) {
return;
}
using Param = std::tuple<std::string, bool, int>;
static const std::unordered_map<std::string, Param> emotion_map = {
{"happy", {"happy_loop", true, 25}},
{"laughing", {"happy_loop", true, 25}},
{"funny", {"happy_loop", true, 25}},
{"loving", {"happy_loop", true, 25}},
{"embarrassed", {"happy_loop", true, 25}},
{"confident", {"happy_loop", true, 25}},
{"delicious", {"happy_loop", true, 25}},
{"sad", {"sad_loop", true, 25}},
{"crying", {"sad_loop", true, 25}},
{"sleepy", {"sad_loop", true, 25}},
{"silly", {"sad_loop", true, 25}},
{"angry", {"anger_loop", true, 25}},
{"surprised", {"panic_loop", true, 25}},
{"shocked", {"panic_loop", true, 25}},
{"thinking", {"happy_loop", true, 25}},
{"winking", {"blink_quick", true, 5}},
{"relaxed", {"scorn_loop", true, 25}},
{"confused", {"scorn_loop", true, 25}},
};
auto it = emotion_map.find(emotion);
if (it != emotion_map.end()) {
const auto& [aaf, repeat, fps] = it->second;
player_->StartPlayer(aaf, repeat, fps);
} else if (strcmp(emotion, "neutral") == 0) {
}
}
void EmojiWidget::SetStatus(const char* status)
{
if (player_) {
if (strcmp(status, Lang::Strings::LISTENING) == 0) {
player_->StartPlayer("asking", true, 15);
} else if (strcmp(status, Lang::Strings::STANDBY) == 0) {
player_->StartPlayer("wake", true, 15);
}
}
}
void EmojiWidget::InitializePlayer(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io)
{
player_ = std::make_unique<EmojiPlayer>(panel, panel_io);
}
bool EmojiWidget::Lock(int timeout_ms)
{
return true;
}
void EmojiWidget::Unlock()
{
}
} // namespace anim