forked from xiaozhi/xiaozhi-esp32
* feat: add new board esp-hi * feat(esp-hi): update servo_dog_ctrl --------- Co-authored-by: Li Junru <lijunru@espressif.com> Co-authored-by: Xiaoxia <terrence@tenclass.com>
172 lines
5.2 KiB
C++
172 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 "mmap_generate_emoji.h"
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#include "emoji_display.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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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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const mmap_assets_config_t assets_cfg = {
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.partition_label = "assets_A",
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.max_files = MMAP_EMOJI_FILES,
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.checksum = MMAP_EMOJI_CHECKSUM,
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.flags = {.mmap_enable = true, .full_check = true}
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};
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mmap_assets_new(&assets_cfg, &assets_handle_);
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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(MMAP_EMOJI_CONNECTING_AAF, 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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if (assets_handle_) {
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mmap_assets_del(assets_handle_);
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assets_handle_ = NULL;
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}
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}
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void EmojiPlayer::StartPlayer(int aaf, 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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const void *src_data;
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size_t src_len;
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src_data = mmap_assets_get_mem(assets_handle_, aaf);
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src_len = mmap_assets_get_size(assets_handle_, aaf);
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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(MMAP_EMOJI_WAKE_AAF == aaf){
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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<int, bool, int>;
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static const std::unordered_map<std::string, Param> emotion_map = {
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{"happy", {MMAP_EMOJI_HAPPY_LOOP_AAF, true, 25}},
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{"laughing", {MMAP_EMOJI_HAPPY_LOOP_AAF, true, 25}},
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{"funny", {MMAP_EMOJI_HAPPY_LOOP_AAF, true, 25}},
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{"loving", {MMAP_EMOJI_HAPPY_LOOP_AAF, true, 25}},
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{"embarrassed", {MMAP_EMOJI_HAPPY_LOOP_AAF, true, 25}},
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{"confident", {MMAP_EMOJI_HAPPY_LOOP_AAF, true, 25}},
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{"delicious", {MMAP_EMOJI_HAPPY_LOOP_AAF, true, 25}},
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{"sad", {MMAP_EMOJI_SAD_LOOP_AAF, true, 25}},
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{"crying", {MMAP_EMOJI_SAD_LOOP_AAF, true, 25}},
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{"sleepy", {MMAP_EMOJI_SAD_LOOP_AAF, true, 25}},
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{"silly", {MMAP_EMOJI_SAD_LOOP_AAF, true, 25}},
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{"angry", {MMAP_EMOJI_ANGER_LOOP_AAF, true, 25}},
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{"surprised", {MMAP_EMOJI_PANIC_LOOP_AAF, true, 25}},
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{"shocked", {MMAP_EMOJI_PANIC_LOOP_AAF, true, 25}},
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{"thinking", {MMAP_EMOJI_HAPPY_LOOP_AAF, true, 25}},
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{"winking", {MMAP_EMOJI_BLINK_QUICK_AAF, true, 5}},
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{"relaxed", {MMAP_EMOJI_SCORN_LOOP_AAF, true, 25}},
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{"confused", {MMAP_EMOJI_SCORN_LOOP_AAF, 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, "聆听中...") == 0) {
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player_->StartPlayer(MMAP_EMOJI_ASKING_AAF, true, 15);
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} else if (strcmp(status, "待命") == 0) {
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player_->StartPlayer(MMAP_EMOJI_WAKE_AAF, 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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