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### Maintenance page * Add add tab color for mobile view * Add spellcheck off / autocorect off in input * Add disconnect button when authenticate enabled * Add Invalid user or password message when authentication failed ### Board support * Add ESP32 S2 support * Add ESP32 S3 support * Add ESP32 C3 support ### ESP commands * Add command 701 to control GCODE streaming * Remove command 901 as duplicate * Update command 420 to add more details * Use text as default output * All json on all commands for formated output ### Core * Add benchmak function to check transfer speed (for test only-not production) * Merge code for ESP3DLib support * Add better printer display support (M117 / Serial TFT) * Use ESP32 analogWrite instead of emulated one ### Modules * Display * Refactor code * Remove SPI ILI 9341 / 9488 support as not suitable * Add ST7789 support (135x240 / 240x240) * Filesystem * Bug fixes due to esp core updates * Better SD sharing mecanism * Better global FS management * FTP * Add SD sharing support * Better global FS management * GCODE Host * Add basic support for macro files * Add ESP command support * Use not blocking method to stream commands / handle response * Notifications * Add IFTTT notification service * Add WebUI notification * Add ESP3D display notification * WebDav * Add SD sharing support * Add bug fix from https://github.com/d-a-v/ESPWebDAV * Better global FS management * Websocket * Add function to handle zombies connections * WiFi * Fix connection to AP sometime fail * Fix low signal not diplayed in ESP420 even connected * Add AP Setup mode ### Libraries * Update SDFat-2.0.6 to 2.1.2 * Update ESP32SSDP 1.1.1 to 1.2.0 * Update TFT_eSPI-1.4.11 to 2.4.61 * Update arduinoWebSockets-2.3.5 to 2.3.6 * Update esp8266-oled-ssd1306-4.0.0 to 4.3.0 * Remove lvgl support ### Tools * Add I2C scanner script * Add python script to simulate/stress printer serial communication ### PlatformIO * Use latest 4.4.0 Espressif32 release (ESP32-arduino core 2.0.3) * Add fix for Flash more than 4MB * Add Esp32 S2/S3/C3 env * Add ESP32-ST7789 / esp32-TTGO_T_Display env
111 lines
3.7 KiB
Markdown
111 lines
3.7 KiB
Markdown
```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/libs/rlottie.md
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```
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# Lottie player
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Allows to use Lottie animations in LVGL. Taken from this [base repository](https://github.com/ValentiWorkLearning/lv_rlottie)
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LVGL provides the interface to [Samsung/rlottie](https://github.com/Samsung/rlottie) library's C API. That is the actual Lottie player is not part of LVGL, it needs to be built separately.
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## Build Rlottie
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To build Samsung's Rlottie C++14-compatible compiler and optionally CMake 3.14 or higher is required.
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To build on desktop you can follow the instructions from Rlottie's [README](https://github.com/Samsung/rlottie/blob/master/README.md). In the most basic case it looks like this:
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```
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mkdir rlottie_workdir
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cd rlottie_workdir
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git clone https://github.com/Samsung/rlottie.git
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mkdir build
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cd build
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cmake ../rlottie
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make -j
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sudo make install
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```
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And finally add the `-lrlottie` flag to your linker.
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On embedded systems you need to take care of integrating Rlottie to the given build system.
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## Usage
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You can use animation from files or raw data (text). In either case first you need to enable `LV_USE_RLOTTIE` in `lv_conf.h`.
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The `width` and `height` of the object be set in the *create* function and the animation will be scaled accordingly.
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### Use Rlottie from file
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To create a Lottie animation from file use:
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```c
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lv_obj_t * lottie = lv_rlottie_create_from_file(parent, width, height, "path/to/lottie.json");
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```
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Note that, Rlottie uses the standard STDIO C file API, so you can use the path "normally" and no LVGL specific driver letter is required.
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### Use Rlottie from raw string data
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`lv_example_rlottie_approve.c` contains an example animation in raw format. Instead storing the JSON string a hex array is stored for the following reasons:
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- avoid escaping `"` in the JSON file
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- some compilers don't support very long strings
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`lvgl/scripts/filetohex.py` can be used to convert a Lottie file a hex array. E.g.:
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```
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./filetohex.py path/to/lottie.json > out.txt
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```
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To create an animation from raw data:
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```c
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extern const uint8_t lottie_data[];
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lv_obj_t* lottie = lv_rlottie_create_from_raw(parent, width, height, (const char *)lottie_data);
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```
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## Getting animations
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Lottie is standard and popular format so you can find many animation files on the web.
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For example: https://lottiefiles.com/
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You can also create your own animations with Adobe After Effects or similar software.
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## Controlling animations
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LVGL provides two functions to control the animation mode: `lv_rlottie_set_play_mode` and `lv_rlottie_set_current_frame`.
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You'll combine your intentions when calling the first method, like in these examples:
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```c
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lv_obj_t * lottie = lv_rlottie_create_from_file(scr, 128, 128, "test.json");
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lv_obj_center(lottie);
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// Pause to a specific frame
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lv_rlottie_set_current_frame(lottie, 50);
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lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PAUSE); // The specified frame will be displayed and then the animation will pause
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// Play backward and loop
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lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PLAY | LV_RLOTTIE_CTRL_BACKWARD | LV_RLOTTIE_CTRL_LOOP);
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// Play forward once (no looping)
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lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PLAY | LV_RLOTTIE_CTRL_FORWARD);
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```
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The default animation mode is **play forward with loop**.
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If you don't enable looping, a `LV_EVENT_READY` is sent when the animation can not make more progress without looping.
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To get the number of frames in an animation or the current frame index, you can cast the `lv_obj_t` instance to a `lv_rlottie_t` instance and inspect the `current_frame` and `total_frames` members.
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## Example
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```eval_rst
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.. include:: ../../examples/libs/rlottie/index.rst
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```
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## API
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```eval_rst
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.. doxygenfile:: lv_rlottie.h
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:project: lvgl
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