forked from xiaozhi/xiaozhi-esp32
feat: add emote style for v2 (#1217)
* feat: add emote style for v2 * feat: delete asset probe apply
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102
main/display/emote_display.h
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102
main/display/emote_display.h
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#pragma once
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#include "display.h"
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#include "lvgl_font.h"
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#include <memory>
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#include <functional>
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#include <map>
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#include <string>
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#include <esp_lcd_panel_io.h>
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#include <esp_lcd_panel_ops.h>
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namespace emote {
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// Simple data structure for storing asset data without LVGL dependency
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struct AssetData {
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const void* data;
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size_t size;
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union {
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uint8_t flags; // 1 byte for all animation flags
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struct {
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uint8_t fps : 6; // FPS (0-63) - 6 bits
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uint8_t loop : 1; // Loop animation - 1 bit
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uint8_t lack : 1; // Lack animation - 1 bit
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};
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};
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AssetData() : data(nullptr), size(0), flags(0) {}
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AssetData(const void* d, size_t s) : data(d), size(s), flags(0) {}
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AssetData(const void* d, size_t s, uint8_t f, bool l, bool k)
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: data(d), size(s)
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{
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fps = f > 63 ? 63 : f; // 限制 FPS 到 6 位范围
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loop = l;
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lack = k;
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}
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};
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// Layout element data structure
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struct LayoutData {
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char align; // Store as char instead of string
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int x;
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int y;
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int width;
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int height;
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bool has_size;
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LayoutData() : align(0), x(0), y(0), width(0), height(0), has_size(false) {}
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LayoutData(char a, int x_pos, int y_pos, int w = 0, int h = 0)
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: align(a), x(x_pos), y(y_pos), width(w), height(h), has_size(w > 0 && h > 0) {}
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};
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// Function to convert align string to GFX_ALIGN enum value
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char StringToGfxAlign(const std::string &align_str);
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class EmoteEngine;
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class EmoteDisplay : public Display {
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public:
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EmoteDisplay(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io, int width, int height);
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virtual ~EmoteDisplay();
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virtual void SetEmotion(const char* emotion) override;
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virtual void SetStatus(const char* status) override;
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virtual void SetChatMessage(const char* role, const char* content) override;
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virtual void SetTheme(Theme* theme) override;
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virtual void ShowNotification(const char* notification, int duration_ms = 3000) override;
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virtual void UpdateStatusBar(bool update_all = false) override;
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virtual void SetPowerSaveMode(bool on) override;
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virtual void SetPreviewImage(const void* image);
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void AddEmojiData(const std::string &name, const void* data, size_t size, uint8_t fps = 0, bool loop = false, bool lack = false);
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void AddIconData(const std::string &name, const void* data, size_t size);
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void AddLayoutData(const std::string &name, const std::string &align_str, int x, int y, int width = 0, int height = 0);
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void AddTextFont(std::shared_ptr<LvglFont> text_font);
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AssetData GetEmojiData(const std::string &name) const;
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AssetData GetIconData(const std::string &name) const;
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EmoteEngine* GetEngine() const;
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void* GetEngineHandle() const;
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inline std::shared_ptr<LvglFont> text_font() const
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{
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return text_font_;
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}
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private:
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void InitializeEngine(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io, int width, int height);
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virtual bool Lock(int timeout_ms = 0) override;
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virtual void Unlock() override;
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std::unique_ptr<EmoteEngine> engine_;
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// Font management
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std::shared_ptr<LvglFont> text_font_ = nullptr;
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// Non-LVGL asset data storage
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std::map<std::string, AssetData> emoji_data_map_;
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std::map<std::string, AssetData> icon_data_map_;
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};
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} // namespace emote
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