103 lines
3.7 KiB
C
103 lines
3.7 KiB
C
/*******************************************************************************
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*
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* E M B E D D E D W I Z A R D P R O J E C T
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*
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* Copyright (c) TARA Systems GmbH
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* written by Paul Banach and Manfred Schweyer
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*
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********************************************************************************
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*
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* This software is delivered "as is" and shows the usage of other software
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* components. It is provided as an example software which is intended to be
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* modified and extended according to particular requirements.
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*
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* TARA Systems hereby disclaims all warranties and conditions with regard to the
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* software, including all implied warranties and conditions of merchantability
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* and non-infringement of any third party IPR or other rights which may result
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* from the use or the inability to use the software.
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*
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* This file was generated automatically by Embedded Wizard Studio.
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*
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* Please do not make any modifications of this file! The modifications are lost
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* when the file is generated again by Embedded Wizard Studio!
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*
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* Version : 10.0
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* Date : 17.02.2021 8:00:50
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* Profile : NxpLpc
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* Platform : NXP.LPC.RGB565
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*
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*******************************************************************************/
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#ifndef Effects_H
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#define Effects_H
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#include "ewrte.h"
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#if EW_RTE_VERSION != 0x000A0000
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#error Wrong version of Embedded Wizard Runtime Environment.
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#endif
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#include "ewgfx.h"
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#if EW_GFX_VERSION != 0x000A0000
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#error Wrong version of Embedded Wizard Graphics Engine.
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#endif
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#include "_EffectsEffect.h"
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#include "_EffectsEffectTimerClass.h"
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#include "_EffectsInt32Effect.h"
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#include "_EffectsPointEffect.h"
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#include "_EffectsTimingList.h"
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/* The definition Effects::Timing determines the available timing functions for
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animation effects. Except the 'Custom' item, all items of this definition represent
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build-in timing functions. These can be simply selected in the effect property
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Timing. */
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typedef enum
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{
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EffectsTimingLinear = 0,
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EffectsTimingPower_In = 1,
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EffectsTimingPower_Out = 2,
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EffectsTimingPower_InOut = 3,
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EffectsTimingExp_In = 4,
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EffectsTimingExp_Out = 5,
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EffectsTimingExp_InOut = 6,
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EffectsTimingSine_In = 7,
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EffectsTimingSine_Out = 8,
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EffectsTimingSine_InOut = 9,
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EffectsTimingCircle_In = 10,
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EffectsTimingCircle_Out = 11,
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EffectsTimingCircle_InOut = 12,
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EffectsTimingBack_In = 13,
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EffectsTimingBack_Out = 14,
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EffectsTimingBack_InOut = 15,
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EffectsTimingElastic_In = 16,
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EffectsTimingElastic_Out = 17,
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EffectsTimingElastic_InOut = 18,
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EffectsTimingBounce_In = 19,
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EffectsTimingBounce_Out = 20,
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EffectsTimingBounce_InOut = 21,
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EffectsTimingEaseIn_FastOut = 22,
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EffectsTimingFastIn_EaseOut = 23,
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EffectsTimingEaseIn_EaseOut = 24,
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EffectsTimingFastIn_FastOut = 25,
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EffectsTimingCustom = 26
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} EffectsTiming;
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/* The global autoobject Effects::EffectTimer triggers all actually active animation
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effects. In this way all effects will run simultanously. Per default the timer
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is configured with 15 ms period (~60 FPS). By overriding the Effects::EffectTimer
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autoobject by a variant you can specify another resolution to drive the animations. */
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EW_DECLARE_AUTOOBJECT( EffectsEffectTimer, EffectsEffectTimerClass )
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#ifdef __cplusplus
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}
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#endif
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#endif /* Effects_H */
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/* Embedded Wizard */
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