# DSL Reference - Berry Animation Framework This document provides a comprehensive reference for the Animation DSL (Domain-Specific Language), which allows you to define animations using a declarative syntax with named parameters. ## Module Import The DSL functionality is provided by a separate module: ```berry import animation # Core framework (required) import animation_dsl # DSL compiler and runtime (required for DSL) ``` ## Why Use the DSL? ### Benefits - **Declarative syntax**: Describe what you want, not how to implement it - **Readable code**: Natural language-like syntax - **Rapid prototyping**: Quick iteration on animation ideas - **Event-driven**: Built-in support for interactive animations - **Composition**: Easy layering and sequencing of animations ### When to Use DSL vs Programmatic **Use DSL when:** - Creating complex animation sequences - Building interactive, event-driven animations - Rapid prototyping and experimentation - Non-programmers need to create animations - You want declarative, readable animation definitions **Use programmatic API when:** - Building reusable animation components - Performance is critical (DSL has compilation overhead) - You need fine-grained control over animation logic - Integrating with existing Berry code - Firmware size is constrained (DSL module can be excluded) ## DSL API Functions ### Core Functions #### `animation_dsl.compile(source)` Compiles DSL source code to Berry code without executing it. ```berry var dsl_source = "color red = #FF0000\n" "animation red_anim = solid(color=red)\n" "run red_anim" var berry_code = animation_dsl.compile(dsl_source) print(berry_code) # Shows generated Berry code ``` #### `animation_dsl.execute(source)` Compiles and executes DSL source code in one step. ```berry animation_dsl.execute("color blue = #0000FF\n" "animation blue_anim = solid(color=blue)\n" "run blue_anim for 5s") ``` #### `animation_dsl.load_file(filename)` Loads DSL source from a file and executes it. ```berry # Create a DSL file var f = open("my_animation.dsl", "w") f.write("color green = #00FF00\n" "animation pulse_green = pulsating_animation(color=green, period=2s)\n" "run pulse_green") f.close() # Load and execute animation_dsl.load_file("my_animation.dsl") ``` ### Runtime Management #### `animation_dsl.create_runtime()` Creates a DSL runtime instance for advanced control. ```berry var runtime = animation_dsl.create_runtime() runtime.load_dsl(dsl_source) runtime.execute() ``` ## DSL Language Overview The Animation DSL uses a declarative syntax with named parameters. All animations are created with an engine-first pattern and parameters are set individually for maximum flexibility. ### Key Syntax Features - **Named parameters**: All function calls use `name=value` syntax - **Time units**: `2s`, `500ms`, `1m`, `1h` - **Hex colors**: `#FF0000`, `#80FF0000` (ARGB) - **Named colors**: `red`, `blue`, `white`, etc. - **Comments**: `# This is a comment` - **Property assignment**: `animation.property = value` ### Basic Structure ```dsl # Optional strip configuration strip length 60 # Color definitions color red = #FF0000 color blue = #0000FF # Animation definitions with named parameters animation pulse_red = pulsating_animation(color=red, period=2s) animation comet_blue = comet_animation(color=blue, tail_length=10, speed=1500) # Property assignments pulse_red.priority = 10 comet_blue.direction = -1 # Execution run pulse_red ``` The DSL transpiles to Berry code where each animation gets an engine parameter and named parameters are set individually. ## Symbol Resolution The DSL transpiler uses intelligent symbol resolution at compile time to optimize generated code and eliminate runtime lookups: ### Transpile-Time Symbol Resolution When the DSL encounters an identifier (like `SINE` or `red`), it checks at transpile time whether the symbol exists in the `animation` module using Berry's introspection capabilities: ```dsl # If SINE exists in animation module animation wave = wave_animation(waveform=SINE) # Transpiles to: animation.SINE (direct access) # If custom_color doesn't exist in animation module color custom_color = #FF0000 animation solid_red = solid(color=custom_color) # Transpiles to: custom_color_ (user-defined variable) ``` ### Benefits - **Performance**: Eliminates runtime symbol lookups for built-in constants - **Error Detection**: Catches undefined symbols at compile time - **Code Clarity**: Generated Berry code clearly shows built-in vs user-defined symbols - **Optimization**: Direct access to animation module symbols is faster ### Symbol Categories **Built-in Symbols** (resolved to `animation.`): - Animation factory functions: `solid`, `pulsating_animation`, `comet_animation` - Value providers: `triangle`, `smooth`, `sine`, `static_value` - Color providers: `color_cycle`, `breathe_color`, `rich_palette` - Constants: `PALETTE_RAINBOW`, `SINE`, `TRIANGLE`, etc. **User-defined Symbols** (resolved to `_`): - Custom colors: `my_red`, `fire_color` - Custom animations: `pulse_effect`, `rainbow_wave` - Variables: `brightness_level`, `cycle_time` ### Property Assignment Resolution Property assignments also use the same resolution logic: ```dsl # Built-in symbol (if 'engine' existed in animation module) engine.brightness = 200 # Would transpile to: animation.engine.brightness = 200 # User-defined symbol my_animation.priority = 10 # Transpiles to: my_animation_.priority = 10 ``` This intelligent resolution ensures optimal performance while maintaining clear separation between framework and user code. ## Advanced DSL Features ### User-Defined Functions Register custom Berry functions for use in DSL. User functions must take `engine` as the first parameter, followed by any user-provided arguments: ```berry # Define custom function in Berry - engine must be first parameter def custom_sparkle(engine, color, density, speed) var anim = animation.twinkle_animation(engine) anim.color = color anim.density = density anim.speed = speed return anim end # Register the function for DSL use animation.register_user_function("sparkle", custom_sparkle) ``` ```dsl # Use in DSL - engine is automatically passed as first argument animation gold_sparkle = sparkle(#FFD700, 8, 500ms) animation blue_sparkle = sparkle(blue, 12, 300ms) run gold_sparkle ``` **Important**: The DSL transpiler automatically passes `engine` as the first argument to all user functions. Your function signature must include `engine` as the first parameter, but DSL users don't need to provide it when calling the function. For comprehensive examples and best practices, see the **[User Functions Guide](USER_FUNCTIONS.md)**. ### Event System Define event handlers that respond to triggers: ```dsl # Define animations for different states color normal = #000080 color alert = #FF0000 animation normal_state = solid(color=normal) animation alert_state = pulsating_animation(color=alert, period=500ms) # Event handlers on button_press { run alert_state for 3s run normal_state } on sensor_trigger { run alert_state for 5s wait 1s run normal_state } # Default state run normal_state ``` ### Nested Function Calls DSL supports nested function calls for complex compositions: ```dsl # Nested calls in animation definitions (now supported) animation complex = pulsating_animation( source=shift_animation( source=solid(color=red), offset=triangle(min=0, max=29, period=3s) ), period=2s ) # Nested calls in run statements sequence demo { play pulsating_animation(source=shift_animation(source=solid(color=blue), offset=5), period=1s) for 10s } ``` ## Error Handling The DSL compiler validates classes and parameters at transpilation time, catching errors before execution: ```berry var invalid_dsl = "color red = #INVALID_COLOR\n" "animation bad = unknown_function(red)\n" "animation pulse = pulsating_animation(invalid_param=123)" try animation_dsl.execute(invalid_dsl) except .. as e print("DSL Error:", e) end ``` ### Transpilation-Time Validation The DSL performs comprehensive validation during compilation: **Animation Factory Validation:** ```dsl # Error: Function doesn't exist animation bad = nonexistent_animation(color=red) # Transpiler error: "Animation factory function 'nonexistent_animation' does not exist" # Error: Function exists but doesn't create animation animation bad2 = math_function(value=10) # Transpiler error: "Function 'math_function' does not create an animation instance" ``` **Parameter Validation:** ```dsl # Error: Invalid parameter name animation pulse = pulsating_animation(invalid_param=123) # Transpiler error: "Parameter 'invalid_param' is not valid for pulsating_animation" # Error: Parameter constraint violation animation comet = comet_animation(tail_length=-5) # Transpiler error: "Parameter 'tail_length' value -5 violates constraint: min=1" ``` **Color Provider Validation:** ```dsl # Error: Color provider doesn't exist color bad = nonexistent_color_provider(period=2s) # Transpiler error: "Color provider factory 'nonexistent_color_provider' does not exist" # Error: Function exists but doesn't create color provider color bad2 = pulsating_animation(color=red) # Transpiler error: "Function 'pulsating_animation' does not create a color provider instance" ``` **Reference Validation:** ```dsl # Error: Undefined color reference animation pulse = pulsating_animation(color=undefined_color) # Transpiler error: "Undefined reference: 'undefined_color'" # Error: Undefined animation reference run nonexistent_animation # Transpiler error: "Undefined reference: 'nonexistent_animation'" ``` ### Error Categories - **Syntax errors**: Invalid DSL syntax (lexer/parser errors) - **Factory validation**: Non-existent or invalid animation/color provider factories - **Parameter validation**: Invalid parameter names or constraint violations - **Reference validation**: Using undefined colors, animations, or variables - **Type validation**: Incorrect parameter types or incompatible assignments - **Runtime errors**: Errors during Berry code execution (rare with good validation) ## Performance Considerations ### DSL vs Programmatic Performance - **DSL compilation overhead**: ~10-50ms depending on complexity - **Generated code performance**: Identical to hand-written Berry code - **Memory usage**: DSL compiler uses temporary memory during compilation ### Optimization Tips 1. **Compile once, run many times**: ```berry var compiled = animation_dsl.compile(dsl_source) var fn = compile(compiled) # Run multiple times without recompilation fn() # First execution fn() # Subsequent executions are faster ``` 2. **Use programmatic API for performance-critical code**: ```berry # DSL for high-level structure animation_dsl.execute(''' sequence main { play performance_critical_anim for 10s } run main ''') # Programmatic for performance-critical animations var performance_critical_anim = animation.create_optimized_animation() ``` 3. **Minimize DSL recompilation**: ```berry # Good: Compile once var runtime = animation_dsl.create_runtime() runtime.load_dsl(source) runtime.execute() # Avoid: Recompiling same DSL repeatedly # animation_dsl.execute(same_source) # Don't do this in loops ``` ## Integration Examples ### With Tasmota Rules ```berry # In autoexec.be import animation import animation_dsl def handle_rule_trigger(event) if event == "motion" animation_dsl.execute("color alert = #FF0000\n" "animation alert_anim = pulsating_animation(color=alert, period=500ms)\n" "run alert_anim for 5s") elif event == "door" animation_dsl.execute("color welcome = #00FF00\n" "animation welcome_anim = breathe_animation(color=welcome, period=2s)\n" "run welcome_anim for 8s") end end # Register with Tasmota's rule system tasmota.add_rule("motion", handle_rule_trigger) ``` ### With Web Interface ```berry # Create web endpoints for DSL execution import webserver def web_execute_dsl() var dsl_code = webserver.arg("dsl") if dsl_code try animation_dsl.execute(dsl_code) webserver.content_response("DSL executed successfully") except .. as e webserver.content_response(f"DSL Error: {e}") end else webserver.content_response("No DSL code provided") end end webserver.on("/execute_dsl", web_execute_dsl) ``` ## Best Practices 1. **Structure your DSL files**: ```dsl # Strip configuration first strip length 60 # Colors next color red = #FF0000 color blue = #0000FF # Animations with named parameters animation red_solid = solid(color=red) animation pulse_red = pulsating_animation(color=red, period=2s) # Property assignments pulse_red.priority = 10 # Sequences sequence demo { play pulse_red for 5s } # Execution last run demo ``` 2. **Use meaningful names**: ```dsl # Good color warning_red = #FF0000 animation door_alert = pulsating_animation(color=warning_red, period=500ms) # Avoid color c1 = #FF0000 animation a1 = pulsating_animation(color=c1, period=500ms) ``` 3. **Comment your DSL**: ```dsl # Security system colors color normal_blue = #000080 # Idle state color alert_red = #FF0000 # Alert state color success_green = #00FF00 # Success state # Main security animation sequence sequence security_demo { play solid(color=normal_blue) for 10s # Normal operation play pulsating_animation(color=alert_red, period=500ms) for 3s # Alert play breathe_animation(color=success_green, period=2s) for 5s # Success confirmation } ``` 4. **Organize complex projects**: ```berry # Load DSL modules animation_dsl.load_file("colors.dsl") # Color definitions animation_dsl.load_file("animations.dsl") # Animation library animation_dsl.load_file("sequences.dsl") # Sequence definitions animation_dsl.load_file("main.dsl") # Main execution ``` This completes the DSL reference documentation. The DSL provides a powerful, declarative way to create complex animations while maintaining the option to use the lightweight programmatic API when needed.