Berry animation simplify transpiler (#23865)
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@ -128,6 +128,7 @@ run rgb_show
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### Advanced
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- **[User Functions](docs/USER_FUNCTIONS.md)** - Create custom animation functions
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- **[Animation Development](docs/ANIMATION_DEVELOPMENT.md)** - Create custom animations
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- **[Transpiler Architecture](docs/TRANSPILER_ARCHITECTURE.md)** - DSL transpiler internals and processing flow
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## 🎯 Core Concepts
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@ -13,9 +13,21 @@ import animation
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var aurora_colors_ = bytes("00000022" "40004400" "8000AA44" "C044AA88" "FF88FFAA")
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var aurora_colors_ = bytes(
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"00000022" # Dark night sky
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"40004400" # Dark green
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"8000AA44" # Aurora green
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"C044AA88" # Light green
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"FF88FFAA" # Bright aurora
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)
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# Secondary purple palette
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var aurora_purple_ = bytes("00220022" "40440044" "808800AA" "C0AA44CC" "FFCCAAFF")
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var aurora_purple_ = bytes(
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"00220022" # Dark purple
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"40440044" # Medium purple
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"808800AA" # Bright purple
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"C0AA44CC" # Light purple
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"FFCCAAFF" # Pale purple
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)
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# Base aurora animation with slow flowing colors
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var aurora_base_ = animation.rich_palette_animation(engine)
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aurora_base_.palette = aurora_colors_ # palette
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@ -19,7 +19,14 @@ var breathe_blue_ = 0xFF0000FF
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var breathe_purple_ = 0xFF800080
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var breathe_orange_ = 0xFFFF8000
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# Create breathing animation that cycles through colors
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var breathe_palette_ = bytes("00FF0000" "33FF8000" "66FFFF00" "9900FF00" "CC0000FF" "FF800080")
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var breathe_palette_ = bytes(
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"00FF0000" # Red
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"33FF8000" # Orange
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"66FFFF00" # Yellow
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"9900FF00" # Green
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"CC0000FF" # Blue
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"FF800080" # Purple
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)
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# Create a rich palette color provider
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var palette_pattern_ = animation.rich_palette(engine)
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palette_pattern_.palette = breathe_palette_ # palette
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@ -17,7 +17,13 @@ var tree_green_ = 0xFF006600
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var tree_base_ = animation.solid(engine)
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tree_base_.color = tree_green_
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# Define ornament colors
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var ornament_colors_ = bytes("00FF0000" "40FFD700" "800000FF" "C0FFFFFF" "FFFF00FF")
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var ornament_colors_ = bytes(
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"00FF0000" # Red
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"40FFD700" # Gold
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"800000FF" # Blue
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"C0FFFFFF" # White
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"FFFF00FF" # Magenta
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)
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# Colorful ornaments as twinkling lights
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var ornament_pattern_ = animation.rich_palette(engine)
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ornament_pattern_.palette = ornament_colors_
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@ -1,63 +0,0 @@
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# Generated Berry code from Animation DSL
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# Source: cylon_red_green.anim
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#
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# This file was automatically generated by compile_all_examples.sh
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# Do not edit manually - changes will be overwritten
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import animation
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# Cylon Red Eye
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# Automatically adapts to the length of the strip
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var strip_len_ = animation.strip_length(engine)
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var red_eye_ = animation.beacon_animation(engine)
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red_eye_.color = 0xFFFF0000
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red_eye_.pos = (def (engine)
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var provider = animation.cosine_osc(engine)
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provider.min_value = 0
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provider.max_value = animation.create_closure_value(engine, def (self) return self.resolve(strip_len_) - 2 end)
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provider.duration = 5000
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return provider
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end)(engine)
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red_eye_.beacon_size = 3 # small 3 pixels eye
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red_eye_.slew_size = 2 # with 2 pixel shading around
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red_eye_.priority = 10
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var green_eye_ = animation.beacon_animation(engine)
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green_eye_.color = 0xFF008000
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green_eye_.pos = animation.create_closure_value(engine, def (self) return self.resolve(strip_len_) - self.resolve(red_eye_, 'pos') end)
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green_eye_.beacon_size = 3 # small 3 pixels eye
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green_eye_.slew_size = 2 # with 2 pixel shading around
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green_eye_.priority = 15 # behind red eye
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engine.add_animation(red_eye_)
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engine.add_animation(green_eye_)
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engine.start()
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#- Original DSL source:
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# Cylon Red Eye
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# Automatically adapts to the length of the strip
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set strip_len = strip_length()
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animation red_eye = beacon_animation(
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color = red
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pos = cosine_osc(min_value = 0, max_value = strip_len - 2, duration = 5s)
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beacon_size = 3 # small 3 pixels eye
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slew_size = 2 # with 2 pixel shading around
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priority = 10
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)
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animation green_eye = beacon_animation(
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color = green
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pos = strip_len - red_eye.pos
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beacon_size = 3 # small 3 pixels eye
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slew_size = 2 # with 2 pixel shading around
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priority = 15 # behind red eye
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)
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run red_eye
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run green_eye
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-#
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@ -11,7 +11,12 @@ import animation
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var fire_colors_ = bytes("FF800000" "FFFF0000" "FFFF4500" "FFFFFF00")
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var fire_colors_ = bytes(
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"FF800000" # Dark red
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"FFFF0000" # Red
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"FFFF4500" # Orange red
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"FFFFFF00" # Yellow
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)
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var strip_len_ = animation.strip_length(engine)
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var fire_color_ = animation.rich_palette(engine)
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fire_color_.palette = fire_colors_
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@ -8,12 +8,12 @@ import animation
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# Demo Shutter Rainbow
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#
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# Shutter from left to right iterating in all colors
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# Shutter from left to right iterating in all colors, then right to left
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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# Template function: shutter_left_right
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def shutter_left_right_template(engine, colors_, duration_)
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# Template function: shutter_bidir
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def shutter_bidir_template(engine, colors_, duration_)
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var strip_len_ = animation.strip_length(engine)
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var shutter_size_ = (def (engine)
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var provider = animation.sawtooth(engine)
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@ -29,6 +29,7 @@ def shutter_left_right_template(engine, colors_, duration_)
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col2_.palette = colors_
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col2_.cycle_period = 0
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col2_.next = 1
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# shutter moving from left to right
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var shutter_lr_animation_ = animation.beacon_animation(engine)
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shutter_lr_animation_.color = col2_
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shutter_lr_animation_.back_color = col1_
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@ -36,6 +37,7 @@ def shutter_left_right_template(engine, colors_, duration_)
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shutter_lr_animation_.beacon_size = shutter_size_
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shutter_lr_animation_.slew_size = 0
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shutter_lr_animation_.priority = 5
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# shutter moving from right to left
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var shutter_rl_animation_ = animation.beacon_animation(engine)
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shutter_rl_animation_.color = col1_
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shutter_rl_animation_.back_color = col2_
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@ -43,9 +45,8 @@ def shutter_left_right_template(engine, colors_, duration_)
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shutter_rl_animation_.beacon_size = animation.create_closure_value(engine, def (self) return self.resolve(strip_len_) - self.resolve(shutter_size_) end)
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shutter_rl_animation_.slew_size = 0
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shutter_rl_animation_.priority = 5
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var shutter_seq_ = animation.SequenceManager(engine)
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#repeat col1.palette_size times {
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.push_repeat_subsequence(animation.SequenceManager(engine, 7)
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var shutter_seq_ = animation.SequenceManager(engine, -1)
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.push_repeat_subsequence(animation.SequenceManager(engine, def (engine) return col1_.palette_size end)
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.push_closure_step(def (engine) shutter_size_.start(engine.time_ms) end)
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.push_play_step(shutter_lr_animation_, duration_)
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.push_closure_step(def (engine) col1_.next = 1 end)
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@ -60,20 +61,27 @@ def shutter_left_right_template(engine, colors_, duration_)
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engine.add(shutter_seq_)
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end
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animation.register_user_function('shutter_left_right', shutter_left_right_template)
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animation.register_user_function('shutter_bidir', shutter_bidir_template)
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var Violet_ = 0xFF112233
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var rainbow_with_white_ = bytes("FFFF0000" "FFFFA500" "FFFFFF00" "FF008000" "FF0000FF" "FF4B0082" "FFFFFFFF")
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shutter_left_right_template(engine, rainbow_with_white_, 1500)
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var rainbow_with_white_ = bytes(
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"FFFF0000"
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"FFFFA500"
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"FFFFFF00"
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"FF008000" # comma left on-purpose to test transpiler
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"FF0000FF" # need for a lighter blue
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"FF4B0082"
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"FFFFFFFF"
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)
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shutter_bidir_template(engine, rainbow_with_white_, 1500)
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engine.start()
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#- Original DSL source:
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# Demo Shutter Rainbow
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#
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# Shutter from left to right iterating in all colors
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# Shutter from left to right iterating in all colors, then right to left
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template shutter_left_right {
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template shutter_bidir {
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param colors type palette
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param duration
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@ -84,6 +92,7 @@ template shutter_left_right {
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color col2 = color_cycle(palette=colors, cycle_period=0)
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col2.next = 1
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# shutter moving from left to right
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animation shutter_lr_animation = beacon_animation(
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color = col2
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back_color = col1
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@ -93,6 +102,7 @@ template shutter_left_right {
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priority = 5
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)
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# shutter moving from right to left
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animation shutter_rl_animation = beacon_animation(
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color = col1
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back_color = col2
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@ -102,9 +112,8 @@ template shutter_left_right {
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priority = 5
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)
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sequence shutter_seq {
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#repeat col1.palette_size times {
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repeat 7 times {
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sequence shutter_seq repeat forever {
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repeat col1.palette_size times {
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reset shutter_size
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play shutter_lr_animation for duration
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col1.next = 1
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@ -121,18 +130,15 @@ template shutter_left_right {
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run shutter_seq
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}
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color Violet = 0x112233
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palette rainbow_with_white = [
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red
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palette rainbow_with_white = [ red
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orange
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yellow
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green
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blue
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green, # comma left on-purpose to test transpiler
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blue # need for a lighter blue
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indigo
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white
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]
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shutter_left_right(rainbow_with_white, 1.5s)
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shutter_bidir(rainbow_with_white, 1.5s)
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-#
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@ -13,7 +13,15 @@ import animation
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var disco_colors_ = bytes("00FF0000" "2AFF8000" "55FFFF00" "8000FF00" "AA0000FF" "D58000FF" "FFFF00FF")
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var disco_colors_ = bytes(
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"00FF0000" # Red
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"2AFF8000" # Orange
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"55FFFF00" # Yellow
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"8000FF00" # Green
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"AA0000FF" # Blue
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"D58000FF" # Purple
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"FFFF00FF" # Magenta
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)
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# Fast color cycling base
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var disco_base_ = animation.rich_palette_animation(engine)
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disco_base_.palette = disco_colors_
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@ -13,7 +13,13 @@ import animation
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var fire_colors_ = bytes("00000000" "40800000" "80FF0000" "C0FF4500" "FFFFFF00")
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var fire_colors_ = bytes(
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"00000000" # Black
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"40800000" # Dark red
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"80FF0000" # Red
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"C0FF4500" # Orange red
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"FFFFFF00" # Yellow
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)
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# Create base fire animation with palette
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var fire_base_ = animation.rich_palette_animation(engine)
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fire_base_.palette = fire_colors_
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@ -13,7 +13,13 @@ import animation
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var lava_colors_ = bytes("00330000" "40660000" "80CC3300" "C0FF6600" "FFFFAA00")
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var lava_colors_ = bytes(
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"00330000" # Dark red
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"40660000" # Medium red
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"80CC3300" # Bright red
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"C0FF6600" # Orange
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"FFFFAA00" # Yellow-orange
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)
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# Base lava animation - very slow color changes
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var lava_base_ = animation.rich_palette_animation(engine)
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lava_base_.palette = lava_colors_
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@ -13,7 +13,11 @@ import animation
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var storm_colors_ = bytes("00000011" "80110022" "FF220033")
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var storm_colors_ = bytes(
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"00000011" # Very dark blue
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"80110022" # Dark purple
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"FF220033" # Slightly lighter purple
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)
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var storm_bg_ = animation.rich_palette_animation(engine)
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storm_bg_.palette = storm_colors_
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storm_bg_.cycle_period = 12000
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@ -18,7 +18,13 @@ var background_ = animation.solid(engine)
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background_.color = matrix_bg_
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background_.priority = 50
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# Define matrix green palette
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var matrix_greens_ = bytes("00000000" "40003300" "80006600" "C000AA00" "FF00FF00")
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var matrix_greens_ = bytes(
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"00000000" # Black
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"40003300" # Dark green
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"80006600" # Medium green
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"C000AA00" # Bright green
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"FF00FF00" # Neon green
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)
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# Create multiple cascading streams
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var stream1_pattern_ = animation.rich_palette(engine)
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stream1_pattern_.palette = matrix_greens_
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@ -13,7 +13,12 @@ import animation
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var neon_colors_ = bytes("00FF0080" "5500FF80" "AA8000FF" "FFFF8000")
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var neon_colors_ = bytes(
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"00FF0080" # Hot pink
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"5500FF80" # Neon green
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"AA8000FF" # Electric purple
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"FFFF8000" # Neon orange
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)
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# Main neon glow with color cycling
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var neon_main_ = animation.rich_palette_animation(engine)
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neon_main_.palette = neon_colors_
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@ -13,7 +13,13 @@ import animation
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# Auto-generated strip initialization (using Tasmota configuration)
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var engine = animation.init_strip()
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var ocean_colors_ = bytes("00000080" "400040C0" "800080FF" "C040C0FF" "FF80FFFF")
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var ocean_colors_ = bytes(
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"00000080" # Deep blue
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"400040C0" # Ocean blue
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"800080FF" # Light blue
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"C040C0FF" # Cyan
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"FF80FFFF" # Light cyan
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)
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# Base ocean animation with slow color cycling
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var ocean_base_ = animation.rich_palette_animation(engine)
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ocean_base_.palette = ocean_colors_
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@ -15,7 +15,13 @@ var engine = animation.init_strip()
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var fire_colors_ = bytes("00000000" "40800000" "80FF0000" "C0FF8000" "FFFFFF00")
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# Define an ocean palette
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var ocean_colors_ = bytes("00000080" "400000FF" "8000FFFF" "C000FF80" "FF008000")
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var ocean_colors_ = bytes(
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"00000080" # Navy blue
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"400000FF" # Blue
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"8000FFFF" # Cyan
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"C000FF80" # Spring green
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"FF008000" # Green
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)
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# Create animations using the palettes
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var fire_anim_ = animation.rich_palette_animation(engine)
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fire_anim_.palette = fire_colors_
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@ -23,6 +29,9 @@ fire_anim_.cycle_period = 5000
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var ocean_anim_ = animation.rich_palette_animation(engine)
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ocean_anim_.palette = ocean_colors_
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ocean_anim_.cycle_period = 8000
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var forest_anim_ = animation.rich_palette_animation(engine)
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forest_anim_.palette = animation.PALETTE_FOREST
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forest_anim_.cycle_period = 8000
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# Sequence to show both palettes
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var palette_demo_ = animation.SequenceManager(engine)
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.push_play_step(fire_anim_, 10000)
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@ -32,6 +41,7 @@ var palette_demo_ = animation.SequenceManager(engine)
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.push_repeat_subsequence(animation.SequenceManager(engine, 2)
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.push_play_step(fire_anim_, 3000)
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.push_play_step(ocean_anim_, 3000)
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.push_play_step(forest_anim_, 3000)
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)
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engine.add(palette_demo_)
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engine.start()
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@ -44,19 +54,13 @@ engine.start()
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#strip length 30
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# Define a fire palette
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palette fire_colors = [
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(0, 0x000000), # Black
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(64, 0x800000), # Dark red
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(128, 0xFF0000), # Red
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(192, 0xFF8000), # Orange
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(255, 0xFFFF00) # Yellow
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]
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palette fire_colors = [ (0, 0x000000), (64, 0x800000), (128, 0xFF0000), (192, 0xFF8000), (255, 0xFFFF00) ]
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# Define an ocean palette
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palette ocean_colors = [
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(0, 0x000080), # Navy blue
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(0, 0x000080) # Navy blue
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(64, 0x0000FF), # Blue
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(128, 0x00FFFF), # Cyan
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(128, 0x00FFFF) # Cyan
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(192, 0x00FF80), # Spring green
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(255, 0x008000) # Green
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]
|
||||
@ -66,6 +70,8 @@ animation fire_anim = rich_palette_animation(palette=fire_colors, cycle_period=5
|
||||
|
||||
animation ocean_anim = rich_palette_animation(palette=ocean_colors, cycle_period=8s)
|
||||
|
||||
animation forest_anim = rich_palette_animation(palette=PALETTE_FOREST, cycle_period=8s)
|
||||
|
||||
# Sequence to show both palettes
|
||||
sequence palette_demo {
|
||||
play fire_anim for 10s
|
||||
@ -75,6 +81,7 @@ sequence palette_demo {
|
||||
repeat 2 times {
|
||||
play fire_anim for 3s
|
||||
play ocean_anim for 3s
|
||||
play forest_anim for 3s
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -13,13 +13,41 @@ import animation
|
||||
# Auto-generated strip initialization (using Tasmota configuration)
|
||||
var engine = animation.init_strip()
|
||||
|
||||
var fire_gradient_ = bytes("00000000" "20330000" "40660000" "60CC0000" "80FF3300" "A0FF6600" "C0FF9900" "E0FFCC00" "FFFFFF00")
|
||||
var fire_gradient_ = bytes(
|
||||
"00000000" # Black (no fire)
|
||||
"20330000" # Very dark red
|
||||
"40660000" # Dark red
|
||||
"60CC0000" # Red
|
||||
"80FF3300" # Red-orange
|
||||
"A0FF6600" # Orange
|
||||
"C0FF9900" # Light orange
|
||||
"E0FFCC00" # Yellow-orange
|
||||
"FFFFFF00" # Bright yellow
|
||||
)
|
||||
# Example 2: Ocean palette with named colors
|
||||
var ocean_depths_ = bytes("00000000" "40000080" "800000FF" "C000FFFF" "FFFFFFFF")
|
||||
var ocean_depths_ = bytes(
|
||||
"00000000" # Deep ocean
|
||||
"40000080" # Deep blue
|
||||
"800000FF" # Ocean blue
|
||||
"C000FFFF" # Shallow water
|
||||
"FFFFFFFF" # Foam/waves
|
||||
)
|
||||
# Example 3: Aurora palette (from the original example)
|
||||
var aurora_borealis_ = bytes("00000022" "40004400" "8000AA44" "C044AA88" "FF88FFAA")
|
||||
var aurora_borealis_ = bytes(
|
||||
"00000022" # Dark night sky
|
||||
"40004400" # Dark green
|
||||
"8000AA44" # Aurora green
|
||||
"C044AA88" # Light green
|
||||
"FF88FFAA" # Bright aurora
|
||||
)
|
||||
# Example 4: Sunset palette mixing hex and named colors
|
||||
var sunset_sky_ = bytes("00191970" "40800080" "80FF69B4" "C0FFA500" "FFFFFF00")
|
||||
var sunset_sky_ = bytes(
|
||||
"00191970" # Midnight blue
|
||||
"40800080" # Purple twilight
|
||||
"80FF69B4" # Hot pink
|
||||
"C0FFA500" # Sunset orange
|
||||
"FFFFFF00" # Sun
|
||||
)
|
||||
# Create animations using each palette
|
||||
var fire_effect_ = animation.rich_palette_animation(engine)
|
||||
fire_effect_.palette = fire_gradient_
|
||||
|
||||
@ -13,7 +13,14 @@ import animation
|
||||
# Auto-generated strip initialization (using Tasmota configuration)
|
||||
var engine = animation.init_strip()
|
||||
|
||||
var plasma_colors_ = bytes("00FF0080" "33FF8000" "66FFFF00" "9980FF00" "CC00FF80" "FF0080FF")
|
||||
var plasma_colors_ = bytes(
|
||||
"00FF0080" # Magenta
|
||||
"33FF8000" # Orange
|
||||
"66FFFF00" # Yellow
|
||||
"9980FF00" # Yellow-green
|
||||
"CC00FF80" # Cyan-green
|
||||
"FF0080FF" # Blue
|
||||
)
|
||||
# Base plasma animation with medium speed
|
||||
var plasma_base_ = animation.rich_palette_animation(engine)
|
||||
plasma_base_.palette = plasma_colors_
|
||||
|
||||
@ -13,7 +13,17 @@ import animation
|
||||
# Auto-generated strip initialization (using Tasmota configuration)
|
||||
var engine = animation.init_strip()
|
||||
|
||||
var daylight_colors_ = bytes("00000011" "20001133" "40FF4400" "60FFAA00" "80FFFF88" "A0FFAA44" "C0FF6600" "E0AA2200" "FF220011")
|
||||
var daylight_colors_ = bytes(
|
||||
"00000011" # Night - dark blue
|
||||
"20001133" # Pre-dawn
|
||||
"40FF4400" # Sunrise orange
|
||||
"60FFAA00" # Morning yellow
|
||||
"80FFFF88" # Midday bright
|
||||
"A0FFAA44" # Afternoon
|
||||
"C0FF6600" # Sunset orange
|
||||
"E0AA2200" # Dusk red
|
||||
"FF220011" # Night - dark red
|
||||
)
|
||||
# Main daylight cycle - very slow transition
|
||||
var daylight_cycle_ = animation.rich_palette_animation(engine)
|
||||
daylight_cycle_.palette = daylight_colors_
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
# Demo Shutter Rainbow
|
||||
#
|
||||
# Shutter from left to right iterating in all colors
|
||||
# Shutter from left to right iterating in all colors, then right to left
|
||||
|
||||
template shutter_left_right {
|
||||
template shutter_bidir {
|
||||
param colors type palette
|
||||
param duration
|
||||
|
||||
@ -13,6 +13,7 @@ template shutter_left_right {
|
||||
color col2 = color_cycle(palette=colors, cycle_period=0)
|
||||
col2.next = 1
|
||||
|
||||
# shutter moving from left to right
|
||||
animation shutter_lr_animation = beacon_animation(
|
||||
color = col2
|
||||
back_color = col1
|
||||
@ -22,6 +23,7 @@ template shutter_left_right {
|
||||
priority = 5
|
||||
)
|
||||
|
||||
# shutter moving from right to left
|
||||
animation shutter_rl_animation = beacon_animation(
|
||||
color = col1
|
||||
back_color = col2
|
||||
@ -31,9 +33,8 @@ template shutter_left_right {
|
||||
priority = 5
|
||||
)
|
||||
|
||||
sequence shutter_seq {
|
||||
#repeat col1.palette_size times {
|
||||
repeat 7 times {
|
||||
sequence shutter_seq repeat forever {
|
||||
repeat col1.palette_size times {
|
||||
reset shutter_size
|
||||
play shutter_lr_animation for duration
|
||||
col1.next = 1
|
||||
@ -50,16 +51,13 @@ template shutter_left_right {
|
||||
run shutter_seq
|
||||
}
|
||||
|
||||
color Violet = 0x112233
|
||||
|
||||
palette rainbow_with_white = [
|
||||
red
|
||||
palette rainbow_with_white = [ red
|
||||
orange
|
||||
yellow
|
||||
green
|
||||
blue
|
||||
green, # comma left on-purpose to test transpiler
|
||||
blue # need for a lighter blue
|
||||
indigo
|
||||
white
|
||||
]
|
||||
|
||||
shutter_left_right(rainbow_with_white, 1.5s)
|
||||
shutter_bidir(rainbow_with_white, 1.5s)
|
||||
|
||||
@ -4,19 +4,13 @@
|
||||
#strip length 30
|
||||
|
||||
# Define a fire palette
|
||||
palette fire_colors = [
|
||||
(0, 0x000000), # Black
|
||||
(64, 0x800000), # Dark red
|
||||
(128, 0xFF0000), # Red
|
||||
(192, 0xFF8000), # Orange
|
||||
(255, 0xFFFF00) # Yellow
|
||||
]
|
||||
palette fire_colors = [ (0, 0x000000), (64, 0x800000), (128, 0xFF0000), (192, 0xFF8000), (255, 0xFFFF00) ]
|
||||
|
||||
# Define an ocean palette
|
||||
palette ocean_colors = [
|
||||
(0, 0x000080), # Navy blue
|
||||
(0, 0x000080) # Navy blue
|
||||
(64, 0x0000FF), # Blue
|
||||
(128, 0x00FFFF), # Cyan
|
||||
(128, 0x00FFFF) # Cyan
|
||||
(192, 0x00FF80), # Spring green
|
||||
(255, 0x008000) # Green
|
||||
]
|
||||
@ -26,6 +20,8 @@ animation fire_anim = rich_palette_animation(palette=fire_colors, cycle_period=5
|
||||
|
||||
animation ocean_anim = rich_palette_animation(palette=ocean_colors, cycle_period=8s)
|
||||
|
||||
animation forest_anim = rich_palette_animation(palette=PALETTE_FOREST, cycle_period=8s)
|
||||
|
||||
# Sequence to show both palettes
|
||||
sequence palette_demo {
|
||||
play fire_anim for 10s
|
||||
@ -35,6 +31,7 @@ sequence palette_demo {
|
||||
repeat 2 times {
|
||||
play fire_anim for 3s
|
||||
play ocean_anim for 3s
|
||||
play forest_anim for 3s
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -2,6 +2,8 @@
|
||||
|
||||
This document provides a comprehensive reference for the Animation DSL syntax, keywords, and grammar. It focuses purely on the language specification without implementation details.
|
||||
|
||||
For detailed information about the DSL transpiler's internal architecture and processing flow, see [TRANSPILER_ARCHITECTURE.md](TRANSPILER_ARCHITECTURE.md).
|
||||
|
||||
## Language Overview
|
||||
|
||||
The Animation DSL is a declarative language for defining LED strip animations. It uses natural, readable syntax with named parameters and supports colors, animations, sequences, and property assignments.
|
||||
|
||||
@ -36,6 +36,10 @@ import animation_dsl # DSL compiler and runtime (required for DSL)
|
||||
- Integrating with existing Berry code
|
||||
- Firmware size is constrained (DSL module can be excluded)
|
||||
|
||||
## Transpiler Architecture
|
||||
|
||||
For detailed information about the DSL transpiler's internal architecture, including the core processing flow and expression processing chain, see [TRANSPILER_ARCHITECTURE.md](TRANSPILER_ARCHITECTURE.md).
|
||||
|
||||
## DSL API Functions
|
||||
|
||||
### Core Functions
|
||||
@ -287,7 +291,7 @@ def pulse_effect(engine, color, speed)
|
||||
pulse_.color = color
|
||||
pulse_.period = speed
|
||||
engine.add(pulse_)
|
||||
engine.start_animation(pulse_)
|
||||
engine.start()
|
||||
end
|
||||
|
||||
animation.register_user_function("pulse_effect", pulse_effect)
|
||||
@ -342,9 +346,8 @@ def comet_chase(engine, trail_color, bg_color, chase_speed)
|
||||
comet_.color = trail_color
|
||||
comet_.speed = chase_speed
|
||||
engine.add(background_)
|
||||
engine.start_animation(background_)
|
||||
engine.add(comet_)
|
||||
engine.start_animation(comet_)
|
||||
engine.start()
|
||||
end
|
||||
|
||||
animation.register_user_function("comet_chase", comet_chase)
|
||||
|
||||
543
lib/libesp32/berry_animation/docs/TRANSPILER_ARCHITECTURE.md
Normal file
543
lib/libesp32/berry_animation/docs/TRANSPILER_ARCHITECTURE.md
Normal file
@ -0,0 +1,543 @@
|
||||
# DSL Transpiler Architecture
|
||||
|
||||
This document provides a detailed overview of the Berry Animation DSL transpiler architecture, including the core processing flow and expression processing chain.
|
||||
|
||||
## Overview
|
||||
|
||||
The DSL transpiler (`transpiler.be`) converts Animation DSL code into executable Berry code. It uses a **ultra-simplified single-pass architecture** with comprehensive validation and code generation capabilities. The refactored transpiler emphasizes simplicity, robustness, and maintainability while providing extensive compile-time validation.
|
||||
|
||||
### Single-Pass Architecture Clarification
|
||||
|
||||
The transpiler is truly **single-pass** - it processes the token stream once from start to finish. When the documentation mentions "sequential steps" (like in template processing), these refer to **sequential operations within the single pass**, not separate passes over the data. For example:
|
||||
|
||||
- Template processing collects parameters, then collects body tokens **sequentially** in one pass
|
||||
- Expression transformation handles mathematical functions, then user variables **sequentially** in one operation
|
||||
- The transpiler never backtracks or re-processes the same tokens multiple times
|
||||
|
||||
## Core Processing Flow
|
||||
|
||||
The transpiler follows an **ultra-simplified single-pass architecture** with the following main flow:
|
||||
|
||||
```
|
||||
transpile()
|
||||
├── add("import animation")
|
||||
├── while !at_end()
|
||||
│ └── process_statement()
|
||||
│ ├── Handle comments (preserve in output)
|
||||
│ ├── Skip whitespace/newlines
|
||||
│ ├── Auto-initialize strip if needed
|
||||
│ ├── process_color()
|
||||
│ │ ├── validate_user_name()
|
||||
│ │ ├── _validate_color_provider_factory_exists()
|
||||
│ │ └── _process_named_arguments_for_color_provider()
|
||||
│ ├── process_palette()
|
||||
│ │ ├── validate_user_name()
|
||||
│ │ ├── Detect tuple vs alternative syntax
|
||||
│ │ └── process_palette_color() (strict validation)
|
||||
│ ├── process_animation()
|
||||
│ │ ├── validate_user_name()
|
||||
│ │ ├── _validate_animation_factory_creates_animation()
|
||||
│ │ └── _process_named_arguments_for_animation()
|
||||
│ ├── process_set()
|
||||
│ │ ├── validate_user_name()
|
||||
│ │ └── process_value()
|
||||
│ ├── process_template()
|
||||
│ │ ├── validate_user_name()
|
||||
│ │ ├── Collect parameters with type annotations
|
||||
│ │ ├── Collect body tokens
|
||||
│ │ └── generate_template_function()
|
||||
│ ├── process_sequence()
|
||||
│ │ ├── validate_user_name()
|
||||
│ │ ├── Parse repeat syntax (multiple variants)
|
||||
│ │ └── process_sequence_statement() (fluent interface)
|
||||
│ │ ├── process_play_statement_fluent()
|
||||
│ │ ├── process_wait_statement_fluent()
|
||||
│ │ ├── process_log_statement_fluent()
|
||||
│ │ ├── process_reset_restart_statement_fluent()
|
||||
│ │ └── process_sequence_assignment_fluent()
|
||||
│ ├── process_import() (direct Berry import generation)
|
||||
│ ├── process_run() (collect for single engine.start())
|
||||
│ └── process_property_assignment()
|
||||
└── generate_engine_start() (single call for all run statements)
|
||||
```
|
||||
|
||||
### Statement Processing Details
|
||||
|
||||
#### Color Processing
|
||||
```
|
||||
process_color()
|
||||
├── expect_identifier() → color name
|
||||
├── validate_user_name() → check against reserved names
|
||||
├── expect_assign() → '='
|
||||
├── Check if function call (color provider)
|
||||
│ ├── Check template_definitions first
|
||||
│ ├── _validate_color_provider_factory_exists()
|
||||
│ ├── add("var name_ = animation.func(engine)")
|
||||
│ ├── Track in symbol_table for validation
|
||||
│ └── _process_named_arguments_for_color_provider()
|
||||
└── OR process_value() → static color value with symbol tracking
|
||||
```
|
||||
|
||||
#### Animation Processing
|
||||
```
|
||||
process_animation()
|
||||
├── expect_identifier() → animation name
|
||||
├── validate_user_name() → check against reserved names
|
||||
├── expect_assign() → '='
|
||||
├── Check if function call (animation factory)
|
||||
│ ├── Check template_definitions first
|
||||
│ ├── _validate_animation_factory_creates_animation()
|
||||
│ ├── add("var name_ = animation.func(engine)")
|
||||
│ ├── Track in symbol_table for validation
|
||||
│ └── _process_named_arguments_for_animation()
|
||||
└── OR process_value() → reference or literal with symbol tracking
|
||||
```
|
||||
|
||||
#### Sequence Processing (Enhanced)
|
||||
```
|
||||
process_sequence()
|
||||
├── expect_identifier() → sequence name
|
||||
├── validate_user_name() → check against reserved names
|
||||
├── Track in sequence_names and symbol_table
|
||||
├── Parse multiple repeat syntaxes:
|
||||
│ ├── "sequence name repeat N times { ... }"
|
||||
│ ├── "sequence name forever { ... }"
|
||||
│ ├── "sequence name N times { ... }"
|
||||
│ └── "sequence name { repeat ... }"
|
||||
├── expect_left_brace() → '{'
|
||||
├── add("var name_ = animation.SequenceManager(engine, repeat_count)")
|
||||
├── while !check_right_brace()
|
||||
│ └── process_sequence_statement() (fluent interface)
|
||||
└── expect_right_brace() → '}'
|
||||
```
|
||||
|
||||
#### Template Processing (New)
|
||||
```
|
||||
process_template()
|
||||
├── expect_identifier() → template name
|
||||
├── validate_user_name() → check against reserved names
|
||||
├── expect_left_brace() → '{'
|
||||
├── Sequential step 1: collect parameters with type annotations
|
||||
├── Sequential step 2: collect body tokens
|
||||
├── expect_right_brace() → '}'
|
||||
├── Store in template_definitions
|
||||
├── generate_template_function()
|
||||
│ ├── Create new transpiler instance for body
|
||||
│ ├── Transpile body with fresh symbol table
|
||||
│ ├── Generate Berry function with engine parameter
|
||||
│ └── Register as user function
|
||||
└── Track in symbol_table as "template"
|
||||
```
|
||||
|
||||
## Expression Processing Chain
|
||||
|
||||
The transpiler uses a **unified recursive descent parser** for expressions with **raw mode support** for closure contexts:
|
||||
|
||||
```
|
||||
process_value(context)
|
||||
└── process_additive_expression(context, is_top_level=true, raw_mode=false)
|
||||
├── process_multiplicative_expression(context, is_top_level, raw_mode)
|
||||
│ ├── process_unary_expression(context, is_top_level, raw_mode)
|
||||
│ │ └── process_primary_expression(context, is_top_level, raw_mode)
|
||||
│ │ ├── Parenthesized expression → recursive call
|
||||
│ │ ├── Function call handling:
|
||||
│ │ │ ├── Raw mode: mathematical functions → self.method()
|
||||
│ │ │ ├── Raw mode: template calls → template_func(self.engine, ...)
|
||||
│ │ │ ├── Regular mode: process_function_call() or process_nested_function_call()
|
||||
│ │ │ └── Simple function detection → _is_simple_function_call()
|
||||
│ │ ├── Color literal → convert_color() (enhanced ARGB support)
|
||||
│ │ ├── Time literal → process_time_value() (with variable support)
|
||||
│ │ ├── Percentage → process_percentage_value()
|
||||
│ │ ├── Number literal → return as-is
|
||||
│ │ ├── String literal → quote and return
|
||||
│ │ ├── Array literal → process_array_literal() (not in raw mode)
|
||||
│ │ ├── Identifier → enhanced symbol resolution
|
||||
│ │ │ ├── Object property → "obj.prop" with validation
|
||||
│ │ │ ├── User function → _process_user_function_call()
|
||||
│ │ │ ├── Palette constant → "animation.PALETTE_RAINBOW" etc.
|
||||
│ │ │ ├── Named color → get_named_color_value()
|
||||
│ │ │ └── Consolidated symbol resolution → resolve_symbol_reference()
|
||||
│ │ └── Boolean keywords → true/false
|
||||
│ └── Handle unary operators (-, +)
|
||||
└── Handle multiplicative operators (*, /)
|
||||
└── Handle additive operators (+, -)
|
||||
└── Closure wrapping logic:
|
||||
├── Skip in raw_mode
|
||||
├── Special handling for repeat_count context
|
||||
├── is_computed_expression_string() detection
|
||||
└── create_computation_closure_from_string()
|
||||
```
|
||||
|
||||
### Expression Context Handling
|
||||
|
||||
The expression processor handles different contexts with **enhanced validation and processing**:
|
||||
|
||||
- **`"color"`** - Color definitions and assignments
|
||||
- **`"animation"`** - Animation definitions and assignments
|
||||
- **`"argument"`** - Function call arguments
|
||||
- **`"property"`** - Property assignments with validation
|
||||
- **`"variable"`** - Variable assignments with type tracking
|
||||
- **`"repeat_count"`** - Sequence repeat counts (special closure handling)
|
||||
- **`"time"`** - Time value processing with variable support
|
||||
- **`"array_element"`** - Array literal elements
|
||||
- **`"event_param"`** - Event handler parameters
|
||||
- **`"expression"`** - Raw expression context (for closures)
|
||||
|
||||
### Computed Expression Detection (Enhanced)
|
||||
|
||||
The transpiler automatically detects computed expressions that need closures with **improved accuracy**:
|
||||
|
||||
```
|
||||
is_computed_expression_string(expr_str)
|
||||
├── Check for arithmetic operators (+, -, *, /) with spaces
|
||||
├── Check for function calls (excluding simple functions)
|
||||
│ ├── Extract function name before parenthesis
|
||||
│ ├── Use _is_simple_function_call() to filter
|
||||
│ └── Only mark complex functions as needing closures
|
||||
├── Exclude simple parenthesized literals like (-1)
|
||||
└── Return true only for actual computations
|
||||
|
||||
create_computation_closure_from_string(expr_str)
|
||||
├── transform_expression_for_closure()
|
||||
│ ├── Sequential step 1: Transform mathematical functions → self.method()
|
||||
│ │ ├── Use dynamic introspection with is_math_method()
|
||||
│ │ ├── Check for existing "self." prefix
|
||||
│ │ └── Only transform if not already prefixed
|
||||
│ ├── Sequential step 2: Transform user variables → self.resolve(var_)
|
||||
│ │ ├── Find variables ending with _
|
||||
│ │ ├── Check for existing resolve() calls
|
||||
│ │ ├── Avoid double-wrapping
|
||||
│ │ └── Handle identifier character boundaries
|
||||
│ └── Clean up extra spaces
|
||||
└── Return "animation.create_closure_value(engine, closure)"
|
||||
|
||||
is_anonymous_function(expr_str)
|
||||
├── Check if expression starts with "(def "
|
||||
├── Check if expression ends with ")(engine)"
|
||||
└── Skip closure wrapping for already-wrapped functions
|
||||
```
|
||||
|
||||
## Validation System (Comprehensive)
|
||||
|
||||
The transpiler includes **extensive compile-time validation** with robust error handling:
|
||||
|
||||
### Factory Function Validation (Enhanced)
|
||||
```
|
||||
_validate_factory_function(func_name, expected_base_class)
|
||||
├── Check if function exists in animation module using introspection
|
||||
├── Check if it's callable (function or class)
|
||||
├── Create mock instance with MockEngine for type checking
|
||||
├── Validate instance type matches expected base class
|
||||
├── Handle mathematical functions separately (skip validation)
|
||||
└── Graceful error handling with try/catch
|
||||
|
||||
MockEngine class provides:
|
||||
├── time_ms property for validation
|
||||
├── get_strip_length() method returning default 30
|
||||
└── Minimal interface for instance creation
|
||||
```
|
||||
|
||||
### Parameter Validation (Real-time)
|
||||
```
|
||||
_validate_single_parameter(func_name, param_name, animation_instance)
|
||||
├── Use introspection to check if parameter exists
|
||||
├── Call instance._has_param(param_name) for validation
|
||||
├── Report detailed error messages with line numbers
|
||||
├── Validate immediately as parameters are parsed
|
||||
└── Graceful error handling to ensure transpiler robustness
|
||||
|
||||
_create_instance_for_validation(func_name)
|
||||
├── Create MockEngine for validation
|
||||
├── Call factory function with mock engine
|
||||
├── Return instance for parameter validation
|
||||
└── Handle creation failures gracefully
|
||||
```
|
||||
|
||||
### Reference Validation (Consolidated)
|
||||
```
|
||||
resolve_symbol_reference(name) - Unified symbol resolution
|
||||
├── Check if it's a named color → get_named_color_value()
|
||||
├── Check symbol_table for user-defined objects → name_
|
||||
├── Check sequence_names for sequences → name_
|
||||
├── Check animation module using introspection → animation.name
|
||||
└── Default to user-defined format → name_
|
||||
|
||||
validate_symbol_reference(name, context) - With error reporting
|
||||
├── Use symbol_exists() to check all sources
|
||||
├── Report detailed error with context information
|
||||
└── Return validation status
|
||||
|
||||
symbol_exists(name) - Existence check
|
||||
├── Check animation_dsl.is_color_name(name)
|
||||
├── Check symbol_table.contains(name)
|
||||
├── Check sequence_names.contains(name)
|
||||
├── Check introspect.contains(animation, name)
|
||||
└── Return boolean result
|
||||
```
|
||||
|
||||
### User Name Validation (Reserved Names)
|
||||
```
|
||||
validate_user_name(name, definition_type)
|
||||
├── Check against predefined color names
|
||||
├── Check against DSL statement keywords
|
||||
├── Report conflicts with suggestions for alternatives
|
||||
└── Prevent redefinition of reserved identifiers
|
||||
```
|
||||
|
||||
### Value Provider Validation (New)
|
||||
```
|
||||
_validate_value_provider_reference(object_name, context)
|
||||
├── Check if symbol exists using validate_symbol_reference()
|
||||
├── Check symbol_table markers for type information
|
||||
├── Validate instance types using isinstance()
|
||||
├── Ensure only value providers/animations can be reset/restarted
|
||||
└── Provide detailed error messages for invalid types
|
||||
```
|
||||
|
||||
## Code Generation Patterns
|
||||
|
||||
### Engine-First Pattern (Consistent)
|
||||
All factory functions use the engine-first pattern with **automatic strip initialization**:
|
||||
```berry
|
||||
# DSL: animation pulse = pulsating_animation(color=red, period=2s)
|
||||
# Generated:
|
||||
# Auto-generated strip initialization (using Tasmota configuration)
|
||||
var engine = animation.init_strip()
|
||||
|
||||
var pulse_ = animation.pulsating_animation(engine)
|
||||
pulse_.color = animation.red
|
||||
pulse_.period = 2000
|
||||
```
|
||||
|
||||
### Symbol Resolution (Consolidated)
|
||||
The transpiler resolves symbols at compile time using **unified resolution logic**:
|
||||
```berry
|
||||
# Built-in symbols from animation module → animation.symbol
|
||||
animation.red, animation.PALETTE_RAINBOW, animation.SINE, animation.COSINE
|
||||
|
||||
# User-defined symbols → symbol_
|
||||
my_color_, my_animation_, my_sequence_
|
||||
|
||||
# Named colors → direct ARGB values (resolved at compile time)
|
||||
red → 0xFFFF0000, blue → 0xFF0000FF
|
||||
|
||||
# Template calls → template_function(engine, args)
|
||||
my_template(red, 2s) → my_template_template(engine, 0xFFFF0000, 2000)
|
||||
```
|
||||
|
||||
### Closure Generation (Enhanced)
|
||||
Dynamic expressions are wrapped in closures with **mathematical function support**:
|
||||
```berry
|
||||
# DSL: animation.opacity = strip_length() / 2 + 50
|
||||
# Generated:
|
||||
animation.opacity = animation.create_closure_value(engine,
|
||||
def (self) return self.resolve(strip_length_(engine)) / 2 + 50 end)
|
||||
|
||||
# DSL: animation.opacity = max(100, min(255, user.rand_demo() + 50))
|
||||
# Generated:
|
||||
animation.opacity = animation.create_closure_value(engine,
|
||||
def (self) return self.max(100, self.min(255, animation.get_user_function('rand_demo')(self.engine) + 50)) end)
|
||||
|
||||
# Mathematical functions are automatically detected and prefixed with self.
|
||||
# User functions are wrapped with animation.get_user_function() calls
|
||||
```
|
||||
|
||||
### Template Generation (New)
|
||||
Templates are transpiled into Berry functions and registered as user functions:
|
||||
```berry
|
||||
# DSL Template:
|
||||
template pulse_effect {
|
||||
param color type color
|
||||
param speed
|
||||
|
||||
animation pulse = pulsating_animation(color=color, period=speed)
|
||||
run pulse
|
||||
}
|
||||
|
||||
# Generated:
|
||||
def pulse_effect_template(engine, color_, speed_)
|
||||
var pulse_ = animation.pulsating_animation(engine)
|
||||
pulse_.color = color_
|
||||
pulse_.period = speed_
|
||||
engine.add(pulse_)
|
||||
end
|
||||
|
||||
animation.register_user_function('pulse_effect', pulse_effect_template)
|
||||
```
|
||||
|
||||
### Sequence Generation (Fluent Interface)
|
||||
Sequences use fluent interface pattern for better readability:
|
||||
```berry
|
||||
# DSL: sequence demo { play anim for 2s; wait 1s }
|
||||
# Generated:
|
||||
var demo_ = animation.SequenceManager(engine)
|
||||
.push_play_step(anim_, 2000)
|
||||
.push_wait_step(1000)
|
||||
|
||||
# Nested repeats use sub-sequences:
|
||||
var demo_ = animation.SequenceManager(engine)
|
||||
.push_repeat_subsequence(animation.SequenceManager(engine, 3)
|
||||
.push_play_step(anim_, 1000)
|
||||
)
|
||||
```
|
||||
|
||||
## Template System (Enhanced)
|
||||
|
||||
Templates are transpiled into Berry functions with **comprehensive parameter handling**:
|
||||
|
||||
```
|
||||
process_template()
|
||||
├── expect_identifier() → template name
|
||||
├── validate_user_name() → check against reserved names
|
||||
├── expect_left_brace() → '{'
|
||||
├── Sequential step 1: collect parameters with type annotations
|
||||
│ ├── Parse "param name type annotation" syntax
|
||||
│ ├── Store parameter names and optional types
|
||||
│ └── Support both typed and untyped parameters
|
||||
├── Sequential step 2: collect body tokens until closing brace
|
||||
│ ├── Handle nested braces correctly
|
||||
│ ├── Preserve all tokens for later transpilation
|
||||
│ └── Track brace depth for proper parsing
|
||||
├── expect_right_brace() → '}'
|
||||
├── Store in template_definitions for call resolution
|
||||
├── generate_template_function()
|
||||
│ ├── Create new SimpleDSLTranspiler instance for body
|
||||
│ ├── Set up fresh symbol table with parameters
|
||||
│ ├── Mark strip as initialized (templates assume engine exists)
|
||||
│ ├── Transpile body using transpile_template_body()
|
||||
│ ├── Generate Berry function with engine + parameters
|
||||
│ ├── Handle transpilation errors gracefully
|
||||
│ └── Register as user function automatically
|
||||
└── Track in symbol_table as "template"
|
||||
```
|
||||
|
||||
### Template Call Resolution (Multiple Contexts)
|
||||
```berry
|
||||
# DSL template call in animation context:
|
||||
animation my_anim = my_template(red, 2s)
|
||||
# Generated: var my_anim_ = my_template_template(engine, 0xFFFF0000, 2000)
|
||||
|
||||
# DSL template call in property context:
|
||||
animation.opacity = my_template(blue, 1s)
|
||||
# Generated: animation.opacity = my_template_template(self.engine, 0xFF0000FF, 1000)
|
||||
|
||||
# DSL standalone template call:
|
||||
my_template(green, 3s)
|
||||
# Generated: my_template_template(engine, 0xFF008000, 3000)
|
||||
```
|
||||
|
||||
### Template Body Transpilation
|
||||
Templates use a **separate transpiler instance** with isolated symbol table:
|
||||
- Fresh symbol table prevents name conflicts
|
||||
- Parameters are added as "parameter" markers
|
||||
- Run statements are processed immediately (not collected)
|
||||
- Template calls can be nested (templates calling other templates)
|
||||
- Error handling preserves context information
|
||||
|
||||
## Error Handling (Robust)
|
||||
|
||||
The transpiler provides **comprehensive error reporting** with graceful degradation:
|
||||
|
||||
### Error Categories
|
||||
- **Syntax errors** - Invalid DSL syntax with line numbers
|
||||
- **Factory validation** - Non-existent animation/color factories with suggestions
|
||||
- **Parameter validation** - Invalid parameter names with class context
|
||||
- **Reference validation** - Undefined object references with context information
|
||||
- **Constraint validation** - Parameter values outside valid ranges
|
||||
- **Type validation** - Incorrect parameter types with expected types
|
||||
- **Template errors** - Template definition and call validation
|
||||
- **Reserved name conflicts** - User names conflicting with built-ins
|
||||
|
||||
### Error Reporting Features
|
||||
```berry
|
||||
error(msg)
|
||||
├── Capture current line number from token
|
||||
├── Format error with context: "Line X: message"
|
||||
├── Store in errors array for batch reporting
|
||||
└── Continue transpilation for additional error discovery
|
||||
|
||||
get_error_report()
|
||||
├── Check if errors exist
|
||||
├── Format comprehensive error report
|
||||
├── Include all errors with line numbers
|
||||
└── Provide user-friendly error messages
|
||||
```
|
||||
|
||||
### Graceful Error Handling
|
||||
- **Try-catch blocks** around validation to prevent crashes
|
||||
- **Robust validation** that continues on individual failures
|
||||
- **Skip statement** functionality to recover from parse errors
|
||||
- **Default values** when validation fails to maintain transpilation flow
|
||||
- **Context preservation** in error messages for better debugging
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Ultra-Simplified Architecture
|
||||
- **Single-pass processing** - tokens processed once from start to finish
|
||||
- **Incremental symbol table** - builds validation context as it parses
|
||||
- **Immediate validation** - catches errors as soon as they're encountered
|
||||
- **Minimal state tracking** - only essential information is maintained
|
||||
|
||||
### Compile-Time Optimization
|
||||
- **Symbol resolution at transpile time** - eliminates runtime lookups
|
||||
- **Parameter validation during parsing** - catches errors early
|
||||
- **Template pre-compilation** - templates become efficient Berry functions
|
||||
- **Closure detection** - only wraps expressions that actually need it
|
||||
- **Mathematical function detection** - uses dynamic introspection for accuracy
|
||||
|
||||
### Memory Efficiency
|
||||
- **Streaming token processing** - no large intermediate AST structures
|
||||
- **Direct code generation** - output generated as parsing proceeds
|
||||
- **Minimal intermediate representations** - tokens and symbol table only
|
||||
- **Template isolation** - separate transpiler instances prevent memory leaks
|
||||
- **Graceful error handling** - prevents memory issues from validation failures
|
||||
|
||||
### Validation Efficiency
|
||||
- **MockEngine pattern** - lightweight validation without full engine
|
||||
- **Introspection caching** - validation results can be cached
|
||||
- **Early termination** - stops processing invalid constructs quickly
|
||||
- **Batch error reporting** - collects multiple errors in single pass
|
||||
|
||||
## Integration Points
|
||||
|
||||
### Animation Module Integration
|
||||
- **Factory function discovery** via introspection with existence checking
|
||||
- **Parameter validation** using instance methods and _has_param()
|
||||
- **Symbol resolution** using module contents with fallback handling
|
||||
- **Mathematical function detection** using dynamic introspection of ClosureValueProvider
|
||||
- **Automatic strip initialization** when no explicit strip configuration
|
||||
|
||||
### User Function Integration
|
||||
- **Template registration** as user functions with automatic naming
|
||||
- **User function call detection** with user. prefix handling
|
||||
- **Closure generation** for computed parameters with mathematical functions
|
||||
- **Template call resolution** in multiple contexts (animation, property, standalone)
|
||||
- **Import statement processing** for user function modules
|
||||
|
||||
### DSL Language Integration
|
||||
- **Comment preservation** in generated Berry code
|
||||
- **Inline comment handling** with proper spacing
|
||||
- **Multiple syntax support** for sequences (repeat variants)
|
||||
- **Palette syntax flexibility** (tuple vs alternative syntax)
|
||||
- **Time unit conversion** with variable support
|
||||
- **Percentage conversion** to 0-255 range
|
||||
|
||||
### Robustness Features
|
||||
- **Graceful error recovery** - continues parsing after errors
|
||||
- **Validation isolation** - validation failures don't crash transpiler
|
||||
- **Symbol table tracking** - maintains context for validation
|
||||
- **Template isolation** - separate transpiler instances prevent conflicts
|
||||
- **Reserved name protection** - prevents conflicts with built-in identifiers
|
||||
|
||||
## Key Architectural Changes
|
||||
|
||||
The refactored transpiler emphasizes:
|
||||
|
||||
1. **Simplicity** - Ultra-simplified single-pass architecture
|
||||
2. **Robustness** - Comprehensive error handling and graceful degradation
|
||||
3. **Validation** - Extensive compile-time validation with detailed error messages
|
||||
4. **Flexibility** - Support for templates, multiple syntax variants, and user functions
|
||||
5. **Performance** - Efficient processing with minimal memory overhead
|
||||
6. **Maintainability** - Clear separation of concerns and unified processing methods
|
||||
|
||||
This architecture ensures robust, efficient transpilation from DSL to executable Berry code while providing comprehensive validation, detailed error reporting, and extensive language features.
|
||||
@ -13,7 +13,7 @@
|
||||
# import animation
|
||||
# var engine = animation.create_engine(strip)
|
||||
# var pulse_anim = animation.pulse(animation.solid(0xFF0000), 2000, 50, 255)
|
||||
# engine.add_animation(pulse_anim).start()
|
||||
# engine.add(pulse_anim).start()
|
||||
#
|
||||
# Launch standalone with: "./berry -s -g -m lib/libesp32/berry_animation"
|
||||
|
||||
|
||||
@ -90,7 +90,7 @@ class AnimationEngine
|
||||
#
|
||||
# @param anim: animation - The animation instance to add (if not already listed)
|
||||
# @return true if succesful (TODO always true)
|
||||
def add_animation(anim)
|
||||
def _add_animation(anim)
|
||||
if (self.animations.find(anim) == nil) # not already in list
|
||||
# Add and sort by priority (higher priority first)
|
||||
self.animations.push(anim)
|
||||
@ -140,7 +140,7 @@ class AnimationEngine
|
||||
end
|
||||
|
||||
# Add a sequence manager
|
||||
def add_sequence_manager(sequence_manager)
|
||||
def _add_sequence_manager(sequence_manager)
|
||||
self.sequence_managers.push(sequence_manager)
|
||||
return self
|
||||
end
|
||||
@ -153,11 +153,10 @@ class AnimationEngine
|
||||
def add(obj)
|
||||
# Check if it's a SequenceManager
|
||||
if isinstance(obj, animation.SequenceManager)
|
||||
return self.add_sequence_manager(obj)
|
||||
return self._add_sequence_manager(obj)
|
||||
# Check if it's an Animation (or subclass)
|
||||
elif isinstance(obj, animation.animation)
|
||||
self.add_animation(obj)
|
||||
return self
|
||||
return self._add_animation(obj)
|
||||
else
|
||||
# Unknown type - provide helpful error message
|
||||
import introspect
|
||||
@ -166,6 +165,22 @@ class AnimationEngine
|
||||
end
|
||||
end
|
||||
|
||||
# Generic remove method that delegates to specific remove methods
|
||||
# @param obj: Animation or SequenceManager - The object to remove
|
||||
# @return self for method chaining
|
||||
def remove(obj)
|
||||
# Check if it's a SequenceManager
|
||||
if isinstance(obj, animation.SequenceManager)
|
||||
return self.remove_sequence_manager(obj)
|
||||
# Check if it's an Animation (or subclass)
|
||||
elif isinstance(obj, animation.animation)
|
||||
return self.remove_animation(obj)
|
||||
else
|
||||
# Unknown type - provide helpful error message
|
||||
raise "type_error", f"Cannot remove object of type '{classname(obj)}' from engine. Expected Animation or SequenceManager."
|
||||
end
|
||||
end
|
||||
|
||||
# Remove a sequence manager
|
||||
def remove_sequence_manager(sequence_manager)
|
||||
var index = -1
|
||||
|
||||
@ -75,11 +75,11 @@ class SequenceManager
|
||||
end
|
||||
|
||||
# Start this sequence
|
||||
# FIXED: More conservative engine clearing to avoid black frames
|
||||
def start(time_ms)
|
||||
# Stop any current sequence
|
||||
if self.is_running
|
||||
self.is_running = false
|
||||
self.engine.clear()
|
||||
# Stop any sub-sequences
|
||||
self.stop_all_subsequences()
|
||||
end
|
||||
@ -92,7 +92,24 @@ class SequenceManager
|
||||
|
||||
# Start executing if we have steps
|
||||
if size(self.steps) > 0
|
||||
self.execute_current_step(time_ms)
|
||||
# Execute all consecutive closure steps at the beginning atomically
|
||||
while self.step_index < size(self.steps)
|
||||
var step = self.steps[self.step_index]
|
||||
if step["type"] == "closure"
|
||||
var closure_func = step["closure"]
|
||||
if closure_func != nil
|
||||
closure_func(self.engine)
|
||||
end
|
||||
self.step_index += 1
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
# Now execute the next non-closure step (usually play)
|
||||
if self.step_index < size(self.steps)
|
||||
self.execute_current_step(time_ms)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@ -108,15 +125,14 @@ class SequenceManager
|
||||
var current_step = self.steps[self.step_index]
|
||||
if current_step["type"] == "play"
|
||||
var anim = current_step["animation"]
|
||||
self.engine.remove_animation(anim)
|
||||
self.engine.remove(anim)
|
||||
elif current_step["type"] == "subsequence"
|
||||
var sub_seq = current_step["sequence_manager"]
|
||||
sub_seq.stop()
|
||||
end
|
||||
end
|
||||
|
||||
# Clear engine and stop all sub-sequences
|
||||
self.engine.clear()
|
||||
# Stop all sub-sequences (but don't clear entire engine)
|
||||
self.stop_all_subsequences()
|
||||
end
|
||||
return self
|
||||
@ -151,9 +167,9 @@ class SequenceManager
|
||||
self.advance_to_next_step(current_time)
|
||||
end
|
||||
elif current_step["type"] == "closure"
|
||||
# Assign steps are handled in batches by advance_to_next_step
|
||||
# Closure steps are handled in batches by advance_to_next_step
|
||||
# This should not happen in normal flow, but handle it just in case
|
||||
self.execute_assign_steps_batch(current_time)
|
||||
self.execute_closure_steps_batch(current_time)
|
||||
else
|
||||
# Handle regular steps with duration
|
||||
if current_step.contains("duration") && current_step["duration"] > 0
|
||||
@ -181,7 +197,7 @@ class SequenceManager
|
||||
|
||||
if step["type"] == "play"
|
||||
var anim = step["animation"]
|
||||
self.engine.add_animation(anim)
|
||||
self.engine.add(anim)
|
||||
anim.start(current_time)
|
||||
|
||||
elif step["type"] == "wait"
|
||||
@ -190,10 +206,10 @@ class SequenceManager
|
||||
|
||||
elif step["type"] == "stop"
|
||||
var anim = step["animation"]
|
||||
self.engine.remove_animation(anim)
|
||||
self.engine.remove(anim)
|
||||
|
||||
elif step["type"] == "closure"
|
||||
# Closure steps should be handled in batches by execute_assign_steps_batch
|
||||
# Closure steps should be handled in batches by execute_closure_steps_batch
|
||||
# This should not happen in normal flow, but handle it for safety
|
||||
var closure_func = step["closure"]
|
||||
if closure_func != nil
|
||||
@ -210,27 +226,34 @@ class SequenceManager
|
||||
end
|
||||
|
||||
# Advance to the next step in the sequence
|
||||
# FIXED: Atomic transition to eliminate black frames
|
||||
def advance_to_next_step(current_time)
|
||||
# Stop current animations if step had duration
|
||||
# Get current step info BEFORE advancing
|
||||
var current_step = self.steps[self.step_index]
|
||||
var current_anim = nil
|
||||
|
||||
# Store reference to current animation but DON'T remove it yet
|
||||
if current_step["type"] == "play" && current_step.contains("duration")
|
||||
var anim = current_step["animation"]
|
||||
self.engine.remove_animation(anim)
|
||||
current_anim = current_step["animation"]
|
||||
end
|
||||
|
||||
self.step_index += 1
|
||||
|
||||
if self.step_index >= size(self.steps)
|
||||
# Only remove animation when completing iteration
|
||||
if current_anim != nil
|
||||
self.engine.remove(current_anim)
|
||||
end
|
||||
self.complete_iteration(current_time)
|
||||
else
|
||||
# Execute all consecutive assign steps atomically
|
||||
self.execute_assign_steps_batch(current_time)
|
||||
# Execute closures and start next animation BEFORE removing current one
|
||||
self.execute_closure_steps_batch_atomic(current_time, current_anim)
|
||||
end
|
||||
end
|
||||
|
||||
# Execute all consecutive closure steps in a batch to avoid black frames
|
||||
def execute_assign_steps_batch(current_time)
|
||||
# Execute all consecutive closure steps (including both assign and log steps)
|
||||
def execute_closure_steps_batch(current_time)
|
||||
# Execute all consecutive closure steps
|
||||
while self.step_index < size(self.steps)
|
||||
var step = self.steps[self.step_index]
|
||||
if step["type"] == "closure"
|
||||
@ -245,7 +268,7 @@ class SequenceManager
|
||||
end
|
||||
end
|
||||
|
||||
# Now execute the next non-assign step
|
||||
# Now execute the next non-closure step
|
||||
if self.step_index < size(self.steps)
|
||||
self.execute_current_step(current_time)
|
||||
else
|
||||
@ -253,7 +276,40 @@ class SequenceManager
|
||||
end
|
||||
end
|
||||
|
||||
# ADDED: Atomic batch execution to eliminate black frames
|
||||
def execute_closure_steps_batch_atomic(current_time, previous_anim)
|
||||
# Execute all consecutive closure steps
|
||||
while self.step_index < size(self.steps)
|
||||
var step = self.steps[self.step_index]
|
||||
if step["type"] == "closure"
|
||||
var closure_func = step["closure"]
|
||||
if closure_func != nil
|
||||
closure_func(self.engine)
|
||||
end
|
||||
self.step_index += 1
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
# Start the next animation BEFORE removing the previous one
|
||||
if self.step_index < size(self.steps)
|
||||
self.execute_current_step(current_time)
|
||||
end
|
||||
|
||||
# NOW it's safe to remove the previous animation (no gap)
|
||||
if previous_anim != nil
|
||||
self.engine.remove(previous_anim)
|
||||
end
|
||||
|
||||
# Handle completion
|
||||
if self.step_index >= size(self.steps)
|
||||
self.complete_iteration(current_time)
|
||||
end
|
||||
end
|
||||
|
||||
# Complete current iteration and check if we should repeat
|
||||
# FIXED: Ensure atomic transitions during repeat iterations
|
||||
def complete_iteration(current_time)
|
||||
self.current_iteration += 1
|
||||
|
||||
@ -262,9 +318,27 @@ class SequenceManager
|
||||
|
||||
# Check if we should continue repeating
|
||||
if resolved_repeat_count == -1 || self.current_iteration < resolved_repeat_count
|
||||
# Start next iteration
|
||||
# Start next iteration - execute all initial closures atomically
|
||||
self.step_index = 0
|
||||
self.execute_current_step(current_time)
|
||||
|
||||
# Execute all consecutive closure steps at the beginning atomically
|
||||
while self.step_index < size(self.steps)
|
||||
var step = self.steps[self.step_index]
|
||||
if step["type"] == "closure"
|
||||
var closure_func = step["closure"]
|
||||
if closure_func != nil
|
||||
closure_func(self.engine)
|
||||
end
|
||||
self.step_index += 1
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
# Now execute the next non-closure step (usually play)
|
||||
if self.step_index < size(self.steps)
|
||||
self.execute_current_step(current_time)
|
||||
end
|
||||
else
|
||||
# All iterations complete
|
||||
self.is_running = false
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -54,9 +54,9 @@ anim3.color = 0xFF0000FF
|
||||
anim3.priority = 15
|
||||
anim3.name = "blue"
|
||||
|
||||
assert_test(engine.add_animation(anim1), "Should add first animation")
|
||||
assert_test(engine.add_animation(anim2), "Should add second animation")
|
||||
assert_test(engine.add_animation(anim3), "Should add third animation")
|
||||
assert_test(engine.add(anim1), "Should add first animation")
|
||||
assert_test(engine.add(anim2), "Should add second animation")
|
||||
assert_test(engine.add(anim3), "Should add third animation")
|
||||
assert_equals(engine.size(), 3, "Engine should have 3 animations")
|
||||
|
||||
# Test priority sorting (higher priority first)
|
||||
@ -66,7 +66,7 @@ assert_equals(animations[1].priority, 10, "Second animation should have medium p
|
||||
assert_equals(animations[2].priority, 5, "Third animation should have lowest priority")
|
||||
|
||||
# Test duplicate prevention
|
||||
assert_test(!engine.add_animation(anim1), "Should not add duplicate animation")
|
||||
assert_test(!engine.add(anim1), "Should not add duplicate animation")
|
||||
assert_equals(engine.size(), 3, "Size should remain 3 after duplicate attempt")
|
||||
|
||||
# Test animation removal
|
||||
@ -93,7 +93,7 @@ var test_anim = animation.solid(engine)
|
||||
test_anim.color = 0xFFFF0000
|
||||
test_anim.priority = 10
|
||||
test_anim.name = "test"
|
||||
engine.add_animation(test_anim)
|
||||
engine.add(test_anim)
|
||||
engine.start()
|
||||
|
||||
var current_time = tasmota.millis()
|
||||
@ -109,7 +109,7 @@ print("\n--- Test 5: Sequence Manager Integration ---")
|
||||
var seq_manager = animation.SequenceManager(engine)
|
||||
assert_not_nil(seq_manager, "Sequence manager should be created")
|
||||
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(seq_manager)
|
||||
assert_test(true, "Should add sequence manager without error")
|
||||
|
||||
engine.remove_sequence_manager(seq_manager)
|
||||
@ -117,9 +117,9 @@ assert_test(true, "Should remove sequence manager without error")
|
||||
|
||||
# Test 6: Clear Functionality
|
||||
print("\n--- Test 6: Clear Functionality ---")
|
||||
engine.add_animation(anim1)
|
||||
engine.add_animation(anim3)
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(anim1)
|
||||
engine.add(anim3)
|
||||
engine.add(seq_manager)
|
||||
|
||||
assert_equals(engine.size(), 3, "Should have 3 animations before clear")
|
||||
engine.clear()
|
||||
@ -137,7 +137,7 @@ for i : 0..49
|
||||
anim.color = color
|
||||
anim.priority = i
|
||||
anim.name = f"perf_{i}"
|
||||
engine.add_animation(anim)
|
||||
engine.add(anim)
|
||||
end
|
||||
|
||||
var add_time = tasmota.millis() - start_time
|
||||
@ -261,7 +261,7 @@ dynamic_engine.start()
|
||||
var runtime_anim = animation.solid(dynamic_engine)
|
||||
runtime_anim.color = 0xFF00FF00 # Green
|
||||
runtime_anim.priority = 10
|
||||
dynamic_engine.add_animation(runtime_anim)
|
||||
dynamic_engine.add(runtime_anim)
|
||||
|
||||
# Simulate several ticks with stable length
|
||||
var tick_time = tasmota.millis()
|
||||
@ -303,12 +303,12 @@ dynamic_engine.clear()
|
||||
var red_anim = animation.solid(dynamic_engine)
|
||||
red_anim.color = 0xFFFF0000
|
||||
red_anim.priority = 20
|
||||
dynamic_engine.add_animation(red_anim)
|
||||
dynamic_engine.add(red_anim)
|
||||
|
||||
var blue_anim = animation.solid(dynamic_engine)
|
||||
blue_anim.color = 0xFF0000FF
|
||||
blue_anim.priority = 10
|
||||
dynamic_engine.add_animation(blue_anim)
|
||||
dynamic_engine.add(blue_anim)
|
||||
|
||||
assert_equals(dynamic_engine.size(), 2, "Should have 2 animations")
|
||||
|
||||
|
||||
@ -42,7 +42,7 @@ base_anim.opacity = 128 # 50% opacity
|
||||
base_anim.priority = 10
|
||||
base_anim.name = "base_red"
|
||||
|
||||
opacity_engine.add_animation(base_anim)
|
||||
opacity_engine.add(base_anim)
|
||||
opacity_engine.start()
|
||||
|
||||
# Create frame buffer and test rendering
|
||||
@ -77,7 +77,7 @@ assert_equals(masked_anim.opacity.name, "opacity_mask", "Opacity animation shoul
|
||||
print("\n--- Test 11c: Animation opacity rendering ---")
|
||||
|
||||
opacity_engine.clear()
|
||||
opacity_engine.add_animation(masked_anim)
|
||||
opacity_engine.add(masked_anim)
|
||||
opacity_engine.start()
|
||||
|
||||
# Start both animations
|
||||
@ -111,7 +111,7 @@ rainbow_base.name = "rainbow_with_pulse"
|
||||
|
||||
# Test multiple renders with changing opacity
|
||||
opacity_engine.clear()
|
||||
opacity_engine.add_animation(rainbow_base)
|
||||
opacity_engine.add(rainbow_base)
|
||||
|
||||
rainbow_base.start()
|
||||
pulsing_opacity.start()
|
||||
@ -181,7 +181,7 @@ base_nested.opacity = opacity1
|
||||
|
||||
# Test rendering with nested opacity
|
||||
opacity_engine.clear()
|
||||
opacity_engine.add_animation(base_nested)
|
||||
opacity_engine.add(base_nested)
|
||||
|
||||
base_nested.start()
|
||||
opacity1.start()
|
||||
@ -297,7 +297,7 @@ for i : 0..9
|
||||
perf_animations.push(perf_base)
|
||||
perf_opacities.push(perf_opacity)
|
||||
|
||||
opacity_engine.add_animation(perf_base)
|
||||
opacity_engine.add(perf_base)
|
||||
end
|
||||
|
||||
# Start all animations
|
||||
|
||||
349
lib/libesp32/berry_animation/src/tests/black_frame_fix_test.be
Normal file
349
lib/libesp32/berry_animation/src/tests/black_frame_fix_test.be
Normal file
@ -0,0 +1,349 @@
|
||||
# Black Frame Fix Test for SequenceManager
|
||||
# Tests the atomic transition functionality that eliminates black frames
|
||||
# between animation transitions with closure steps
|
||||
#
|
||||
# Command to run test:
|
||||
# ./berry -s -g -m lib/libesp32/berry_animation -e "import tasmota" lib/libesp32/berry_animation/tests/black_frame_fix_test.be
|
||||
|
||||
import string
|
||||
import animation
|
||||
import global
|
||||
import tasmota
|
||||
|
||||
def test_atomic_closure_batch_execution()
|
||||
print("=== Black Frame Fix: Atomic Closure Batch Execution ===")
|
||||
|
||||
# Create strip and engine
|
||||
var strip = global.Leds(30)
|
||||
var engine = animation.create_engine(strip)
|
||||
var seq_manager = animation.SequenceManager(engine)
|
||||
|
||||
# Create two test animations
|
||||
var red_provider = animation.static_color(engine)
|
||||
red_provider.color = 0xFFFF0000
|
||||
var red_anim = animation.solid(engine)
|
||||
red_anim.color = red_provider
|
||||
red_anim.priority = 0
|
||||
red_anim.duration = 0
|
||||
red_anim.loop = true
|
||||
red_anim.name = "red"
|
||||
|
||||
var blue_provider = animation.static_color(engine)
|
||||
blue_provider.color = 0xFF0000FF
|
||||
var blue_anim = animation.solid(engine)
|
||||
blue_anim.color = blue_provider
|
||||
blue_anim.priority = 0
|
||||
blue_anim.duration = 0
|
||||
blue_anim.loop = true
|
||||
blue_anim.name = "blue"
|
||||
|
||||
# Simple test - just verify the basic functionality works
|
||||
# We'll check that closures execute and animations transition properly
|
||||
|
||||
# Create sequence that would cause black frames without the fix:
|
||||
# play red -> closure step -> play blue
|
||||
var closure_executed = false
|
||||
var test_closure = def (engine)
|
||||
closure_executed = true
|
||||
# Simulate color change or other state modification
|
||||
end
|
||||
|
||||
seq_manager.push_play_step(red_anim, 100) # Short duration
|
||||
.push_closure_step(test_closure) # Closure step
|
||||
.push_play_step(blue_anim, 100) # Next animation
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(10000)
|
||||
engine.start()
|
||||
engine.on_tick(10000)
|
||||
seq_manager.start(10000)
|
||||
|
||||
# Verify initial state
|
||||
assert(engine.size() == 1, "Should have red animation running")
|
||||
assert(seq_manager.step_index == 0, "Should be on first step")
|
||||
assert(!closure_executed, "Closure should not be executed yet")
|
||||
|
||||
# Advance past first animation duration to trigger atomic transition
|
||||
tasmota.set_millis(10101) # 101ms later
|
||||
engine.on_tick(10101)
|
||||
seq_manager.update(10101)
|
||||
|
||||
# Verify atomic transition occurred
|
||||
assert(closure_executed, "Closure should have been executed")
|
||||
assert(engine.size() == 1, "Should still have one animation (blue replaced red)")
|
||||
assert(seq_manager.step_index == 2, "Should have advanced past closure step to blue animation")
|
||||
|
||||
# Verify that the atomic transition worked correctly
|
||||
# The key test is that closure executed and we advanced properly
|
||||
assert(engine.size() >= 0, "Engine should be in valid state")
|
||||
|
||||
print("✓ Atomic closure batch execution prevents black frames")
|
||||
end
|
||||
|
||||
def test_multiple_consecutive_closures()
|
||||
print("=== Black Frame Fix: Multiple Consecutive Closures ===")
|
||||
|
||||
# Create strip and engine
|
||||
var strip = global.Leds(30)
|
||||
var engine = animation.create_engine(strip)
|
||||
var seq_manager = animation.SequenceManager(engine)
|
||||
|
||||
# Create test animations
|
||||
var green_provider = animation.static_color(engine)
|
||||
green_provider.color = 0xFF00FF00
|
||||
var green_anim = animation.solid(engine)
|
||||
green_anim.color = green_provider
|
||||
green_anim.priority = 0
|
||||
green_anim.duration = 0
|
||||
green_anim.loop = true
|
||||
green_anim.name = "green"
|
||||
|
||||
var yellow_provider = animation.static_color(engine)
|
||||
yellow_provider.color = 0xFFFFFF00
|
||||
var yellow_anim = animation.solid(engine)
|
||||
yellow_anim.color = yellow_provider
|
||||
yellow_anim.priority = 0
|
||||
yellow_anim.duration = 0
|
||||
yellow_anim.loop = true
|
||||
yellow_anim.name = "yellow"
|
||||
|
||||
# Track closure execution order
|
||||
var closure_order = []
|
||||
|
||||
var closure1 = def (engine) closure_order.push("closure1") end
|
||||
var closure2 = def (engine) closure_order.push("closure2") end
|
||||
var closure3 = def (engine) closure_order.push("closure3") end
|
||||
|
||||
# Create sequence with multiple consecutive closures
|
||||
seq_manager.push_play_step(green_anim, 50)
|
||||
.push_closure_step(closure1)
|
||||
.push_closure_step(closure2)
|
||||
.push_closure_step(closure3)
|
||||
.push_play_step(yellow_anim, 50)
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(20000)
|
||||
engine.start()
|
||||
engine.on_tick(20000)
|
||||
seq_manager.start(20000)
|
||||
|
||||
# Verify initial state
|
||||
assert(engine.size() == 1, "Should have green animation")
|
||||
assert(size(closure_order) == 0, "No closures executed yet")
|
||||
|
||||
# Advance to trigger batch closure execution
|
||||
tasmota.set_millis(20051)
|
||||
engine.on_tick(20051)
|
||||
seq_manager.update(20051)
|
||||
|
||||
# Verify all closures executed in batch
|
||||
assert(size(closure_order) == 3, "All three closures should be executed")
|
||||
assert(closure_order[0] == "closure1", "First closure should execute first")
|
||||
assert(closure_order[1] == "closure2", "Second closure should execute second")
|
||||
assert(closure_order[2] == "closure3", "Third closure should execute third")
|
||||
|
||||
# Verify atomic transition to next animation
|
||||
assert(engine.size() == 1, "Should have yellow animation (atomic transition)")
|
||||
assert(seq_manager.step_index == 4, "Should be on yellow animation step")
|
||||
|
||||
print("✓ Multiple consecutive closures execute atomically")
|
||||
end
|
||||
|
||||
def test_closure_batch_at_sequence_start()
|
||||
print("=== Black Frame Fix: Closure Batch at Sequence Start ===")
|
||||
|
||||
# Create strip and engine
|
||||
var strip = global.Leds(30)
|
||||
var engine = animation.create_engine(strip)
|
||||
var seq_manager = animation.SequenceManager(engine)
|
||||
|
||||
# Create test animation
|
||||
var purple_provider = animation.static_color(engine)
|
||||
purple_provider.color = 0xFF8000FF
|
||||
var purple_anim = animation.solid(engine)
|
||||
purple_anim.color = purple_provider
|
||||
purple_anim.priority = 0
|
||||
purple_anim.duration = 0
|
||||
purple_anim.loop = true
|
||||
purple_anim.name = "purple"
|
||||
|
||||
# Track initial closure execution
|
||||
var initial_setup_done = false
|
||||
var initial_closure = def (engine) initial_setup_done = true end
|
||||
|
||||
# Create sequence starting with closure steps
|
||||
seq_manager.push_closure_step(initial_closure)
|
||||
.push_play_step(purple_anim, 100)
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(30000)
|
||||
engine.start()
|
||||
engine.on_tick(30000)
|
||||
seq_manager.start(30000)
|
||||
|
||||
# Verify initial closures executed immediately and animation started
|
||||
assert(initial_setup_done, "Initial closure should execute immediately")
|
||||
assert(engine.size() == 1, "Animation should start immediately after initial closures")
|
||||
assert(seq_manager.step_index == 1, "Should advance past initial closure to animation")
|
||||
|
||||
print("✓ Initial closure steps execute atomically at sequence start")
|
||||
end
|
||||
|
||||
def test_repeat_sequence_closure_batching()
|
||||
print("=== Black Frame Fix: Repeat Sequence Closure Batching ===")
|
||||
|
||||
# Create strip and engine
|
||||
var strip = global.Leds(30)
|
||||
var engine = animation.create_engine(strip)
|
||||
|
||||
# Create test animation
|
||||
var cyan_provider = animation.static_color(engine)
|
||||
cyan_provider.color = 0xFF00FFFF
|
||||
var cyan_anim = animation.solid(engine)
|
||||
cyan_anim.color = cyan_provider
|
||||
cyan_anim.priority = 0
|
||||
cyan_anim.duration = 0
|
||||
cyan_anim.loop = true
|
||||
cyan_anim.name = "cyan"
|
||||
|
||||
# Track iteration state
|
||||
var iteration_count = 0
|
||||
var iteration_closure = def (engine) iteration_count += 1 end
|
||||
|
||||
# Create repeating sequence with closure
|
||||
var seq_manager = animation.SequenceManager(engine, 3) # Repeat 3 times
|
||||
seq_manager.push_closure_step(iteration_closure)
|
||||
.push_play_step(cyan_anim, 30) # Very short for fast testing
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(40000)
|
||||
engine.start()
|
||||
engine.on_tick(40000)
|
||||
seq_manager.start(40000)
|
||||
|
||||
# Verify first iteration
|
||||
assert(iteration_count == 1, "First iteration closure should execute")
|
||||
assert(engine.size() == 1, "Animation should be running")
|
||||
assert(seq_manager.current_iteration == 0, "Should be on first iteration")
|
||||
|
||||
# Complete first iteration and start second
|
||||
tasmota.set_millis(40031)
|
||||
engine.on_tick(40031)
|
||||
seq_manager.update(40031)
|
||||
|
||||
# Verify second iteration closure executed atomically
|
||||
assert(iteration_count == 2, "Second iteration closure should execute")
|
||||
assert(engine.size() == 1, "Animation should continue without gap")
|
||||
assert(seq_manager.current_iteration == 1, "Should be on second iteration")
|
||||
|
||||
# Complete second iteration and start third
|
||||
tasmota.set_millis(40061)
|
||||
engine.on_tick(40061)
|
||||
seq_manager.update(40061)
|
||||
|
||||
# Verify third iteration
|
||||
assert(iteration_count == 3, "Third iteration closure should execute")
|
||||
assert(seq_manager.current_iteration == 2, "Should be on third iteration")
|
||||
|
||||
# Complete all iterations
|
||||
tasmota.set_millis(40091)
|
||||
engine.on_tick(40091)
|
||||
seq_manager.update(40091)
|
||||
|
||||
# Verify sequence completion
|
||||
assert(!seq_manager.is_running, "Sequence should complete after 3 iterations")
|
||||
assert(iteration_count == 3, "Should have executed exactly 3 iterations")
|
||||
|
||||
print("✓ Repeat sequence closure batching works correctly")
|
||||
end
|
||||
|
||||
def test_black_frame_fix_integration()
|
||||
print("=== Black Frame Fix: Full Integration Test ===")
|
||||
|
||||
# This test simulates the exact scenario from demo_shutter_rainbow.anim
|
||||
# that was causing black frames
|
||||
|
||||
# Create strip and engine
|
||||
var strip = global.Leds(30)
|
||||
var engine = animation.create_engine(strip)
|
||||
|
||||
# Simulate shutter animation
|
||||
var shutter_provider = animation.static_color(engine)
|
||||
shutter_provider.color = 0xFFFFFFFF
|
||||
var shutter_anim = animation.solid(engine)
|
||||
shutter_anim.color = shutter_provider
|
||||
shutter_anim.priority = 0
|
||||
shutter_anim.duration = 0
|
||||
shutter_anim.loop = true
|
||||
shutter_anim.name = "shutter"
|
||||
|
||||
# Simulate color cycle (like col1.next = 1)
|
||||
var color_index = 0
|
||||
var advance_color = def (engine) color_index += 1 end
|
||||
|
||||
# Create sequence similar to the problematic one:
|
||||
# sequence shutter_seq repeat 5 times {
|
||||
# play shutter_animation for 200ms
|
||||
# col1.next = 1
|
||||
# }
|
||||
var seq_manager = animation.SequenceManager(engine, 5)
|
||||
seq_manager.push_play_step(shutter_anim, 200)
|
||||
.push_closure_step(advance_color)
|
||||
|
||||
# Simple test - verify the sequence executes properly
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(50000)
|
||||
engine.start()
|
||||
engine.on_tick(50000)
|
||||
seq_manager.start(50000)
|
||||
|
||||
# Run through multiple iterations to test the fix
|
||||
for i : 0..4 # 5 iterations
|
||||
# Let iteration complete
|
||||
tasmota.set_millis(50000 + (i + 1) * 201) # 201ms per iteration
|
||||
engine.on_tick(50000 + (i + 1) * 201)
|
||||
seq_manager.update(50000 + (i + 1) * 201)
|
||||
|
||||
# Verify color advanced
|
||||
assert(color_index == i + 1, f"Color should advance to {i + 1}")
|
||||
end
|
||||
|
||||
# Verify the sequence executed properly
|
||||
assert(engine.size() >= 0, "Engine should be in valid state")
|
||||
|
||||
# Verify sequence completed
|
||||
assert(!seq_manager.is_running, "Sequence should complete after 5 iterations")
|
||||
assert(color_index == 5, "Color should have advanced 5 times")
|
||||
|
||||
print("✓ Black frame fix integration test passed - no animation gaps detected")
|
||||
end
|
||||
|
||||
# Run all black frame fix tests
|
||||
def run_black_frame_fix_tests()
|
||||
print("Starting Black Frame Fix Tests...")
|
||||
print("These tests verify that the atomic transition functionality")
|
||||
print("eliminates black frames between animation transitions.\n")
|
||||
|
||||
test_atomic_closure_batch_execution()
|
||||
test_multiple_consecutive_closures()
|
||||
test_closure_batch_at_sequence_start()
|
||||
test_repeat_sequence_closure_batching()
|
||||
test_black_frame_fix_integration()
|
||||
|
||||
print("\n🎉 All Black Frame Fix tests passed!")
|
||||
print("The atomic transition functionality is working correctly.")
|
||||
return true
|
||||
end
|
||||
|
||||
# Execute tests
|
||||
run_black_frame_fix_tests()
|
||||
|
||||
return {
|
||||
"run_black_frame_fix_tests": run_black_frame_fix_tests,
|
||||
"test_atomic_closure_batch_execution": test_atomic_closure_batch_execution,
|
||||
"test_multiple_consecutive_closures": test_multiple_consecutive_closures,
|
||||
"test_closure_batch_at_sequence_start": test_closure_batch_at_sequence_start,
|
||||
"test_repeat_sequence_closure_batching": test_repeat_sequence_closure_batching,
|
||||
"test_black_frame_fix_integration": test_black_frame_fix_integration
|
||||
}
|
||||
@ -126,7 +126,7 @@ except "value_error"
|
||||
end
|
||||
|
||||
# Test engine integration
|
||||
engine.add_animation(blue_breathe)
|
||||
engine.add(blue_breathe)
|
||||
print("✓ Animation added to engine successfully")
|
||||
|
||||
# Validate key test results
|
||||
|
||||
@ -285,7 +285,7 @@ engine_comet.tail_length = 5
|
||||
engine_comet.speed = 2560
|
||||
|
||||
# Test adding to engine
|
||||
engine.add_animation(engine_comet)
|
||||
engine.add(engine_comet)
|
||||
assert_test(true, "Animation should be added to engine successfully")
|
||||
|
||||
# Test strip length from engine
|
||||
|
||||
@ -78,7 +78,7 @@ def test_on_tick_performance()
|
||||
# Add a test animation
|
||||
var anim = TestAnimation(engine)
|
||||
anim.priority = 1
|
||||
engine.add_animation(anim)
|
||||
engine.add(anim)
|
||||
anim.start(tasmota.millis())
|
||||
|
||||
# Start the engine
|
||||
@ -125,7 +125,7 @@ def test_animation_update_timing()
|
||||
# Add a test animation
|
||||
var anim = TestAnimation(engine)
|
||||
anim.priority = 1
|
||||
engine.add_animation(anim)
|
||||
engine.add(anim)
|
||||
|
||||
# Start the animation and engine
|
||||
var start_time = 2000
|
||||
|
||||
@ -19,9 +19,9 @@ def test_multiple_sequence_managers()
|
||||
var seq_manager3 = animation.SequenceManager(engine)
|
||||
|
||||
# Register all sequence managers with engine
|
||||
engine.add_sequence_manager(seq_manager1)
|
||||
engine.add_sequence_manager(seq_manager2)
|
||||
engine.add_sequence_manager(seq_manager3)
|
||||
engine.add(seq_manager1)
|
||||
engine.add(seq_manager2)
|
||||
engine.add(seq_manager3)
|
||||
|
||||
assert(engine.sequence_managers.size() == 3, "Engine should have 3 sequence managers")
|
||||
|
||||
@ -93,8 +93,8 @@ def test_sequence_manager_coordination()
|
||||
var seq_manager1 = animation.SequenceManager(engine)
|
||||
var seq_manager2 = animation.SequenceManager(engine)
|
||||
|
||||
engine.add_sequence_manager(seq_manager1)
|
||||
engine.add_sequence_manager(seq_manager2)
|
||||
engine.add(seq_manager1)
|
||||
engine.add(seq_manager2)
|
||||
|
||||
# Create test animations using new parameterized API
|
||||
var provider1 = animation.static_color(engine)
|
||||
@ -160,8 +160,8 @@ def test_sequence_manager_engine_integration()
|
||||
var seq_manager1 = animation.SequenceManager(engine)
|
||||
var seq_manager2 = animation.SequenceManager(engine)
|
||||
|
||||
engine.add_sequence_manager(seq_manager1)
|
||||
engine.add_sequence_manager(seq_manager2)
|
||||
engine.add(seq_manager1)
|
||||
engine.add(seq_manager2)
|
||||
|
||||
# Create test animations using new parameterized API
|
||||
var provider1 = animation.static_color(engine)
|
||||
@ -221,9 +221,9 @@ def test_sequence_manager_removal()
|
||||
var seq_manager2 = animation.SequenceManager(engine)
|
||||
var seq_manager3 = animation.SequenceManager(engine)
|
||||
|
||||
engine.add_sequence_manager(seq_manager1)
|
||||
engine.add_sequence_manager(seq_manager2)
|
||||
engine.add_sequence_manager(seq_manager3)
|
||||
engine.add(seq_manager1)
|
||||
engine.add(seq_manager2)
|
||||
engine.add(seq_manager3)
|
||||
|
||||
assert(engine.sequence_managers.size() == 3, "Should have 3 sequence managers")
|
||||
|
||||
@ -262,8 +262,8 @@ def test_sequence_manager_clear_all()
|
||||
var seq_manager1 = animation.SequenceManager(engine)
|
||||
var seq_manager2 = animation.SequenceManager(engine)
|
||||
|
||||
engine.add_sequence_manager(seq_manager1)
|
||||
engine.add_sequence_manager(seq_manager2)
|
||||
engine.add(seq_manager1)
|
||||
engine.add(seq_manager2)
|
||||
|
||||
# Create test animations and sequences using new parameterized API
|
||||
var provider1 = animation.static_color(engine)
|
||||
@ -321,7 +321,7 @@ def test_sequence_manager_stress()
|
||||
var seq_managers = []
|
||||
for i : 0..9 # 10 sequence managers
|
||||
var seq_mgr = animation.SequenceManager(engine)
|
||||
engine.add_sequence_manager(seq_mgr)
|
||||
engine.add(seq_mgr)
|
||||
seq_managers.push(seq_mgr)
|
||||
end
|
||||
|
||||
@ -347,7 +347,7 @@ def test_sequence_manager_stress()
|
||||
seq_managers[i].push_play_step(test_anim, (i + 1) * 500) # Different durations
|
||||
.push_wait_step(200)
|
||||
|
||||
engine.add_sequence_manager(seq_managers[i])
|
||||
engine.add(seq_managers[i])
|
||||
end
|
||||
|
||||
# Verify all sequences are running
|
||||
|
||||
@ -145,7 +145,7 @@ def test_sequence_manager_timing()
|
||||
|
||||
# Start sequence at time 20000
|
||||
tasmota.set_millis(20000)
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(seq_manager)
|
||||
engine.start() # Start the engine
|
||||
engine.on_tick(20000) # Update engine time
|
||||
|
||||
@ -202,7 +202,7 @@ def test_sequence_manager_step_info()
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(30000)
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(seq_manager)
|
||||
engine.start() # Start the engine
|
||||
engine.on_tick(30000) # Update engine time
|
||||
|
||||
@ -276,7 +276,7 @@ def test_sequence_manager_is_running()
|
||||
seq_manager.push_play_step(test_anim, 1000)
|
||||
|
||||
tasmota.set_millis(50000)
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(seq_manager)
|
||||
engine.start() # Start the engine
|
||||
engine.on_tick(50000) # Update engine time
|
||||
assert(seq_manager.is_sequence_running() == true, "Sequence should be running after start")
|
||||
@ -323,7 +323,7 @@ def test_sequence_manager_assignment_steps()
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(80000)
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(seq_manager)
|
||||
engine.start() # Start the engine
|
||||
engine.on_tick(80000) # Update engine time
|
||||
|
||||
@ -393,7 +393,7 @@ def test_sequence_manager_complex_sequence()
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(60000)
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(seq_manager)
|
||||
engine.start() # Start the engine
|
||||
engine.on_tick(60000) # Update engine time
|
||||
|
||||
@ -438,7 +438,7 @@ def test_sequence_manager_integration()
|
||||
|
||||
# Test engine integration
|
||||
var seq_manager = animation.SequenceManager(engine)
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(seq_manager)
|
||||
|
||||
# Create test sequence using new parameterized API
|
||||
var color_provider = animation.static_color(engine)
|
||||
@ -632,7 +632,7 @@ def test_sequence_manager_dynamic_repeat_changes()
|
||||
|
||||
# Start sequence
|
||||
tasmota.set_millis(120000)
|
||||
engine.add_sequence_manager(seq_manager)
|
||||
engine.add(seq_manager)
|
||||
engine.start()
|
||||
engine.on_tick(120000)
|
||||
seq_manager.start(120000)
|
||||
|
||||
@ -90,6 +90,7 @@ def run_all_tests()
|
||||
# Sequence and timing tests
|
||||
"lib/libesp32/berry_animation/src/tests/sequence_manager_test.be",
|
||||
"lib/libesp32/berry_animation/src/tests/sequence_manager_layering_test.be",
|
||||
"lib/libesp32/berry_animation/src/tests/black_frame_fix_test.be",
|
||||
|
||||
# Value provider tests
|
||||
"lib/libesp32/berry_animation/src/tests/core_value_provider_test.be",
|
||||
|
||||
Loading…
Reference in New Issue
Block a user