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trezor-firmware/core/embed/rust/src/ui/model_tr/component/result_anim.rs

150 lines
3.9 KiB

use crate::{
time::{Duration, Instant},
ui::{
animation::Animation,
component::{Component, Event, EventCtx},
display,
geometry::Rect,
model_tr::theme,
},
};
pub enum ResultAnimMsg {
FullyGrown,
}
enum State {
Initial,
Growing(Animation<u16>),
Grown,
}
pub struct ResultAnim {
area: Rect,
state: State,
growing_duration: Duration,
icon: &'static [u8],
}
impl ResultAnim {
pub fn new(icon: &'static [u8]) -> Self {
Self {
area: Rect::zero(),
state: State::Initial,
growing_duration: Duration::from_millis(2000),
icon,
}
}
pub fn start_growing(&mut self, ctx: &mut EventCtx, now: Instant) {
let anim = Animation::new(
display::LOADER_MIN,
display::LOADER_MAX,
self.growing_duration,
now,
);
self.state = State::Growing(anim);
// The animation is starting, request an animation frame event.
ctx.request_anim_frame();
// We don't have to wait for the animation frame event with the first paint,
// let's do that now.
ctx.request_paint();
}
pub fn reset(&mut self) {
self.state = State::Initial;
}
pub fn animation(&self) -> Option<&Animation<u16>> {
match &self.state {
State::Initial => None,
State::Grown => None,
State::Growing(a) => Some(a),
}
}
pub fn progress(&self, now: Instant) -> Option<u16> {
self.animation().map(|a| a.value(now))
}
pub fn is_animating(&self) -> bool {
self.animation().is_some()
}
pub fn is_completely_grown(&self, now: Instant) -> bool {
matches!(self.progress(now), Some(display::LOADER_MAX))
}
pub fn paint_anim(&mut self, done: i32) {
display::rect_rounded2_partial(
self.area,
theme::FG,
theme::BG,
100 * done / 1000,
Some((self.icon, theme::FG)),
);
}
}
impl Component for ResultAnim {
type Msg = ResultAnimMsg;
fn place(&mut self, bounds: Rect) -> Rect {
self.area = bounds;
self.area
}
fn event(&mut self, ctx: &mut EventCtx, event: Event) -> Option<Self::Msg> {
let now = Instant::now();
if let Event::Timer(EventCtx::ANIM_FRAME_TIMER) = event {
if let State::Growing(_) = self.state {
// We have something to paint, so request to be painted in the next pass.
ctx.request_paint();
if self.is_completely_grown(now) {
self.state = State::Grown;
return Some(ResultAnimMsg::FullyGrown);
} else {
// There is further progress in the animation, request an animation frame event.
ctx.request_anim_frame();
}
}
}
None
}
fn paint(&mut self) {
// TODO: Consider passing the current instant along with the event -- that way,
// we could synchronize painting across the component tree. Also could be useful
// in automated tests.
// In practice, taking the current instant here is more precise in case some
// other component in the tree takes a long time to draw.
let now = Instant::now();
if let State::Initial = self.state {
self.paint_anim(0);
} else if let State::Grown = self.state {
self.paint_anim(display::LOADER_MAX as i32);
} else {
let progress = self.progress(now);
if let Some(done) = progress {
self.paint_anim(done as i32);
} else {
self.paint_anim(0);
}
}
}
}
#[cfg(feature = "ui_debug")]
impl crate::trace::Trace for ResultAnim {
fn trace(&self, d: &mut dyn crate::trace::Tracer) {
d.open("ResultAnim");
d.close();
}
}