Files
minigui-docs/programming-guide/MiniGUIProgGuidePart4Chapter01.md
Vincent Wei 0a727c6de7 tune format
2019-10-28 15:09:35 +08:00

18 KiB

---+ mGEff Programming

mGEff Introduction

Animation realization principle

In general, animations fall into two types: Frame animations and properties animation. Frame animation refers to playing a series of disparate images prepared in advance to achieve an animation effect, such as Gif,Image and so on; and attribute animation is achieved by continuously changing the various properties of the displayed object (such as size, position, angle, transparency, etc.) to achieve animation effects. This animation also has the concept of frame, but each frame is through real-time calculate and change the object's property value to generate an animation.

mGEff

It is the property animation that is supported: the user can obtain the changed property value at each frame when the animation is performed by setting the start, end value, power curve, and animation duration of the property and other related parameters. The value changes the object's properties to make it sporty. To sum up, use mGEff the essence of the animation is to change the value of the object property from the starting value to the ending value within the specified time range.

Terminology

  • Animation: The underlying mechanism by which the mGEFF component operates. It mainly provides the application with trajectory control mechanisms for animation objects, such as dynamic curves and time schedules. It also provides parallel and serial processing functions for multiple animation objects. Users can develop their own interface special effects based on mGEFF's animation mechanism.
  • Special Effect: Based on the underlying animation mechanism, provides UX effects that can be used directly by upper-level applications, such as blinds, fades. mGEff currently provides only a single degree of freedom in the special effects, the future can achieve multiple degrees of freedom effects. The process of developing interface special effects directly based on the animation mechanism is more complicated. In order to support common user interface special effects, mGEFF provides directly usable interface special effects based on the underlying animation mechanism. The use of special effects interfaces is convenient and simple, but has some limitations. For more complex special effects, applications still need to use animation mechanisms directly.
  • Effector: A software object or structure used to implement effects.

Framework

mGEff is a C Language-implemented lightweight animation framework that provides an efficient and flexible animation implementation. Since mGEff The design goal is to create an animation mechanism that is independent of the specific platform and graphics system, so it can be combined with MiniGUI,GTK+, and other GUI systems combined to develop GDI level, control level, and window level animations:

Although mGEff itself uses C Language development, but its design and implementation use some basic object-oriented thinking, such as simulation with struct Class, knowing this is very helpful for using it. Here is the mGEff class diagram:

As you can see from the figure above, mGEff provides EffAnimation /EffAnimationGroup/EffEffector For other components, the use of mGEFF will be described in detail in the section “Introduction to the use of mGEW”.

mGEFF basics

mGEff API

---++++ Header files

you only need to include one header file:

---++++ mGEff Handle

  • mGEff handle is use to all mgeff api.
  • it is and void pointer, you can think it as an animation object pointer.

%CODE{cpp}% /**

  • \brief The handle to the animation. */ MGEFF_DECLARE_HANDLE(MGEFF_ANIMATION);

The above two functions can be called in nested pairs, but it should be noted that mGEff Not thread-safe, so please do not use it in multiple threads at the same time.

---++++ Animation create/delete

create and delete animation.

  • target is the animation target, you can think it as an animation object, like an control, window, bitmap...

%CODE{cpp}%

/** \brief Creates an animation. ** This funcion creates an animation for the target specified by \a target.* The animation's setproperty call back is specified by \a setproperty, id is

  • the identifier for the animation, and the property of the animation is
  • specified by varianttype. */ MGEFF_EXPORT MGEFF_ANIMATION mGEffAnimationCreate(void *target, MGEFF_SETPROPERTY_CB setproperty, intptr_t id, enum EffVariantType varianttype);

/**

  • \brief Deletes an animation.
  • This function deletes an animation specified by \a handle. */ MGEFF_EXPORT void mGEffAnimationDelete(MGEFF_ANIMATION handle);

---++++ Animation start/end value

you should set animation start value, end value, it is used to set the relative value for animation run.

%CODE{cpp}% MGEFF_EXPORT void mGEffAnimationSetStartValue(MGEFF_ANIMATION handle, const void *value);

MGEFF_EXPORT void mGEffAnimationSetEndValue(MGEFF_ANIMATION handle, const void *value);

Animation simple sample

After mGEFF is initialized, you can start creating animations: %CODE{cpp}% #include <mgeff/mgeff.h>;

Void onPropertyChanged(MGEFF_ANIMATION handle, void* target, int id, void* Value) { Int i; For (i = 0; i< *((int *)value); i++) { Printf("."); } Printf("\n"); }

Int main(int argc, const char *argv[]) { Int startValue = 0; Int endValue = 10;

mGEffInit(); // mGEFF initialization // Create an animation MGEFF_ANIMATION animation = mGEffAnimationCreate(NULL, onPropertyChanged, 0, MGEFF_INT); mGEffAnimationSetStartValue(animation, &startValue); // Set the start value of the property mGEffAnimationSetEndValue(animation, &endValue); // Set the ending value of the property mGEffAnimationSetDuration(animation, duration); // The duration of the animation execution once mGEffAnimationSyncRun(animation); // Run animation mGEffAnimationDelete(animation); // Delete animation mGEffDeinit(); // mGEff deinitialization }

Let's look at the property change callback function, which is called every frame of the animation. It contains four parameters:

  • handle - Call this function's animation handle, through this handle can access some information related to the animation in the function;
  • target - the target to be animated, it is calling mGEffAnimationCreate Specified when the animation is created, it can be a window, control handle, or something else;
  • id - The ID value of the property, also called mGEFFAnimationCreate When specified, sometimes users want to share the same property change callback in multiple animations to control the change of multiple properties of the object. At this time, you can set different for each property. The ID value allows the user to determine the current changed property in the callback function. The current preset attribute ID is defined as follows: %CODE{cpp}% Enum EffPropertyID { ID_NULL = 0, ID_POS, /* POINT / ID_SIZE, / RECT / ID_RECT, / RECT, pos & size / ID_OPACITY, / int */ ... ID_USER = 1000; };

Another concept in the power curve is the power curve, through which you can control the speed of the animation. Still based on the examples in the previous section to demonstrate the usage of the power curve: %CODE{cpp}% #include <mgeff/mgeff.h>;

Void onPropertyChanged(MGEFF_ANIMATION handle, void* target, int id, void* Value) { Printf("%d\n", (int)*value); }

Int main(int argc, const char *argv[]) { Int startValue = 1; Int endValue = 10;

mGEffInit(); MGEFF_ANIMATION animation = mGEffAnimationCreate(NULL, onPropertyChanged, 0, MGEFF_INT); mGEffAnimationSetStartValue(animation, &startValue); mGEffAnimationSetEndValue(animation, &endValue); mGEffAnimationSetDuration(animation, duration); mGEffAnimationSetCurve(animation, InQuad); // Set a dynamic curve for the animation mGEffAnimationSyncRun(animation); mGEffAnimationDelete(animation); mGEffDeinit(); }

For example by mGEffAnimationSetProperty(animation, MGEFF_PROP_LOOPCOUNT, 5) You can change the number of animation animation loops to 5 times.

Animation Group

In practical applications, users often do not only want to perform an animation at the same time, but also need to associate multiple animations to be executed in parallel or in series to obtain more complicated animation effects. and so mGEff With the introduction of an animation group mechanism, the user can create a Parallel or Sequential group to achieve the requirements for performing a set of animations, as shown in the following example: %CODE{cpp}% // TODO: Improve the sample program mGEffAnimationCreateGroup(enum EffAnimationType type); mGEffAnimationAddToGroup(MGEFF_ANIMATION group, MGEFF_ANIMATION Animation);

This example will output: // TODO:

Effector effector

---++++ Effector create/delete

you should create an effector first, mgeff have defined some internal effector:

  • mGEffStr2Key get an has code for special effector name.
  • mGEffEffectorCreate/mGEffEffectorDelete create or delete an effector.
  • mGEffAnimationCreateWithEffector return an animation for the special effector.

%CODE{cpp}% MGEFF_EXPORT unsigned long mGEffStr2Key (const char* str);

MGEFF_EXPORT MGEFF_EFFECTOR mGEffEffectorCreate(unsigned long key); MGEFF_EXPORT void mGEffEffectorDelete(MGEFF_EFFECTOR handle);

MGEFF_EXPORT MGEFF_ANIMATION mGEffAnimationCreateWithEffector(MGEFF_EFFECTOR effector);

---++++ Effector source/sink

Effector have two important elements:

  • sink: sink is used for display, such as an MiniGUI DC.
  • source: effector source is the input element, such as an bitmap resource.

%CODE{cpp}%

MGEFF_EXPORT int mGEffEffectorAppendSource(MGEFF_EFFECTOR effector, MGEFF_SOURCE source);

MGEFF_EXPORT int mGEffEffectorSetSink(MGEFF_EFFECTOR effector, MGEFF_SINK sink);

---++++ Effector fill

Fills a DC with a predefined effector.

  • This function creates and run an animation whose SetProperty callback is a effector specified by type. The sources of the effector are specified by src1_dc and src2_dc respectively. The destination DC of the effector is specified by \a dst_dc. The duration of the animation is specified by duration.

%CODE{cpp}% MGEFF_EXPORT int mGEffFillEffectorAnimation(HWND hwnd, HDC src1_dc, HDC src2_dc, HDC dst_dc, unsigned long key, int duration);

mgeff-effctor.png

mGEff Effector suppport

---++++ How to use Effector

  • Create Effector.

%CODE{cpp}%

/**

  • \fn MGEFF_ANIMATION mGEffAnimationCreateWithEffector(MGEFF_EFFECTOR effector);
  • \brief Creates a animation with a effector.
  • This function creates an animation whose SetProperty callback is a effector
  • specified by \a effector and the id of the animation is specified by \a id.
  • \param effector the handle of the effector.
  • \return the handle of the newly created animaiton.
  • \sa mGEffAnimationCreate, mGEffEffectorCreate. */ MGEFF_EXPORT MGEFF_ANIMATION mGEffAnimationCreateWithEffector(MGEFF_EFFECTOR effector);

mGEFF use advanced

Animation execution

The animation supports synchronous and asynchronous two different execution modes. The synchronous execution function is called until the animation end function returns. In this process, the program will not be able to respond to the message; after the asynchronous execution function is called, the animation will be returned immediately and the animation will still be The schedule is executed until it is aborted or ended, and the program can respond to the processing message. The specific function prototype is as follows: %CODE{cpp}% // Perform animations synchronously Int mGEffAnimationSyncRun(MGEFF_ANIMATION handle);

// Perform animations asynchronously Int mGEffAnimationAsyncRun(MGEFF_ANIMATION handle);

// Wait for the asynchronous animation to end MGEFF_BOOL mGEffAnimationWait(void* phWnd, MGEFF_ANIMATION handle);

Custom Effector

---++++ MGEFF_EFFECTOROPS

MGEFF_EFFECTOROPS contains whole info of an effector, if you want to custom an effector, implement it, In the mGEff, it has defined some effector like the follow, when you custom an your own effector, you do not need to implement all the callback, but the ondraw callback must be include.

%CODE{cpp}% typedef struct _EFFECTOROPS { char name[EFFECTORNAME_MAX_LEN + 1]; /*< name of effector / enum EffVariantType varianttype; /< variant type / MGEFF_EFFECTOR_INIT init; /< init / MGEFF_EFFECTOR_FINALIZE finalize; /< finalize / MGEFF_EFFECTOR_ANIM_ONDRAW ondraw; /< on draw / MGEFF_EFFECTOR_ONBEGINDRAW begindraw; /< begin draw / MGEFF_EFFECTOR_ONENDDRAW enddraw; /< end draw / MGEFF_EFFECTOR_SETPROPERTY setproperty; /< set property / MGEFF_EFFECTOR_GETPROPERTY getproperty; /< get property */ } MGEFF_EFFECTOROPS;

...; #ifdef _MGEFF_ZIPEFFECTOR extern MGEFF_EFFECTOROPS zipeffector; #endif ...

---++++ Complex zoomeffector sample

if you want to implement an complex effector, you can see the zoom effector in the mGEff:

  • init/finalize: malloc or free your own context var, like EffZoomCtxt is use to save zoom factor property.
  • begindraw: init the start and end value of animation, such as zoom start rect size and end rect size.
  • setproperty: setproperty is used to change zoom factor strategy, you can change it to implement your own strategy, just like zoom more quick or zoom accelerate.
  • getproperty: getproperty is used to return zoom factor for effector.

%CODE{cpp}%

typedef struct _EffZoomCtxt{ int zoom; RECT prev_rc; }EffZoomCtxt;

MGEFF_EFFECTOR effzoomeffector_init(MGEFF_EFFECTOR _effector) { EffEffector *effector = (EffEffector )_effector; EffZoomCtxt* zoom_context = (EffZoomCtxt)calloc(1, sizeof(EffZoomCtxt)); effector->context = zoom_context; return _effector; }

void effzoomeffector_begindraw(MGEFF_ANIMATION animation, MGEFF_EFFECTOR _effector) { ... mGEffAnimationSetStartValue (animation, &rc_s); mGEffAnimationSetEndValue (animation, &rc_e); ... }

void effzoomeffector_finalize (MGEFF_EFFECTOR _effector) { EffEffector *effector = (EffEffector *)_effector; free (effector->context); }

int effzoomeffector_setproperty(MGEFF_EFFECTOR _effector, int property_id, int value) { EffEffector *effector = (EffEffector )_effector; EffZoomCtxt* zoom_context = (EffZoomCtxt)effector->context; switch (property_id) { case MGEFF_PROPERTY_ZOOM: if (value >= MGEFF_ZOOMIN && value <= MGEFF_ZOOMOUT) { zoom_context->zoom = value; return 0; } break; default: return effbaseeffector_setproperty(_effector, property_id, value); } return -1; }

int effzoomeffector_getproperty(MGEFF_EFFECTOR _effector, int property_id, int* value) { EffEffector *effector = (EffEffector )_effector; EffZoomCtxt* zoom_context = (EffZoomCtxt)effector->context; switch (property_id) { case MGEFF_PROPERTY_ZOOM: { if (value) *value = zoom_context->zoom; return zoom_context->zoom; }

default: return effbaseeffector_getproperty(_effector, property_id, value); } return -1; }

MGEFF_EFFECTOROPS zoomeffector = { MGEFF_MINOR_zoom, MGEFF_RECT, effzoomeffector_init, effzoomeffector_finalize, effzoomeffector_ondraw, effzoomeffector_begindraw, NULL, effzoomeffector_setproperty, effzoomeffector_getproperty

};

An simple custom curve sample:

%CODE{cpp}% float calcCustom(float t) { return ttt/3.0 + t*t/3.0 + t/3.0; }

//Custom TEST(MotioncurveTest, Custom) { mGEffInit(); MGEFF_ANIMATION animation = mGEffAnimationCreate(NULL, test_cb, Custom, MGEFF_FLOAT); mGEffAnimationSetStartValue(animation, &start); mGEffAnimationSetEndValue(animation, &end); mGEffAnimationSetDuration(animation, duration); mGEffAnimationSetCurveEx(animation, &calcCustom); t0 = 10 * times(NULL); mGEffAnimationSyncRun(animation); mGEffAnimationDelete(animation); mGEffDeinit(); }


<< | Table of Contents | >>