forked from xiaozhi/xiaozhi-esp32
feat: add emote_gfx UI for EchoEar (#1022)
* feat: add emote_gfx UI for EchoEar * feat: delete local assets
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66
main/boards/echoear/emote_display.h
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66
main/boards/echoear/emote_display.h
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#pragma once
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#include "display/lcd_display.h"
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#include <memory>
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#include <functional>
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#include <esp_lcd_panel_io.h>
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#include <esp_lcd_panel_ops.h>
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#include "mmap_generate_emoji_normal.h"
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#include "gfx.h"
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namespace anim {
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// Helper function for setting up image descriptors
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void SetupImageDescriptor(mmap_assets_handle_t assets_handle, gfx_image_dsc_t* img_dsc, int asset_id);
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class EmoteEngine;
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using FlushIoReadyCallback = std::function<bool(esp_lcd_panel_io_handle_t, esp_lcd_panel_io_event_data_t*, void*)>;
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using FlushCallback = std::function<void(gfx_handle_t, int, int, int, int, const void*)>;
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class EmoteEngine {
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public:
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EmoteEngine(esp_lcd_panel_handle_t panel, esp_lcd_panel_io_handle_t panel_io);
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~EmoteEngine();
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void setEyes(int aaf, bool repeat, int fps);
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void stopEyes();
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void Lock();
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void Unlock();
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void SetIcon(int asset_id);
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mmap_assets_handle_t GetAssetsHandle() const { return assets_handle_; }
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// Callback functions (public to be accessible from static helper functions)
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static bool OnFlushIoReady(esp_lcd_panel_io_handle_t panel_io, esp_lcd_panel_io_event_data_t *edata, void *user_ctx);
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static void OnFlush(gfx_handle_t handle, int x_start, int y_start, int x_end, int y_end, const void *color_data);
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private:
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gfx_handle_t engine_handle_;
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mmap_assets_handle_t assets_handle_;
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};
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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);
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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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anim::EmoteEngine* GetEngine()
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{
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return engine_.get();
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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);
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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<anim::EmoteEngine> engine_;
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};
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} // namespace anim
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