# User-Defined Functions Create custom animation functions in Berry and use them seamlessly in the Animation DSL. ## Quick Start ### 1. Create Your Function Write a Berry function that creates and returns an animation: ```berry # Define a custom breathing effect def my_breathing(engine, color, speed) var anim = animation.pulsating_animation(engine) anim.color = color anim.min_brightness = 50 anim.max_brightness = 255 anim.period = speed return anim end ``` ### 2. Register It Make your function available in DSL: ```berry animation.register_user_function("breathing", my_breathing) ``` ### 3. Use It in DSL Call your function just like built-in animations: ```dsl # Use your custom function animation calm = breathing(blue, 4s) animation energetic = breathing(red, 1s) sequence demo { play calm for 10s play energetic for 5s } run demo ``` ## Common Patterns ### Simple Color Effects ```berry def solid_bright(engine, color, brightness_percent) var anim = animation.solid_animation(engine) anim.color = color anim.brightness = int(brightness_percent * 255 / 100) return anim end animation.register_user_function("bright", solid_bright) ``` ```dsl animation bright_red = bright(red, 80%) animation dim_blue = bright(blue, 30%) ``` ### Fire Effects ```berry def custom_fire(engine, intensity, speed) var color_provider = animation.rich_palette(engine) color_provider.palette = animation.PALETTE_FIRE color_provider.cycle_period = speed var fire_anim = animation.filled(engine) fire_anim.color_provider = color_provider fire_anim.brightness = intensity return fire_anim end animation.register_user_function("fire", custom_fire) ``` ```dsl animation campfire = fire(200, 2s) animation torch = fire(255, 500ms) ``` ### Sparkle Effects ```berry def sparkles(engine, color, density, speed) var anim = animation.twinkle_animation(engine) anim.color = color anim.density = density anim.speed = speed return anim end animation.register_user_function("sparkles", sparkles) ``` ```dsl animation stars = sparkles(white, 12, 300ms) animation fairy_dust = sparkles(#FFD700, 8, 500ms) ``` ### Position-Based Effects ```berry def pulse_at(engine, color, position, width, speed) var anim = animation.beacon_animation(engine) anim.color = color anim.position = position anim.width = width anim.period = speed return anim end animation.register_user_function("pulse_at", pulse_at) ``` ```dsl animation left_pulse = pulse_at(green, 5, 3, 2s) animation right_pulse = pulse_at(blue, 25, 3, 2s) ``` ## Advanced Examples ### Multi-Layer Effects ```berry def rainbow_sparkle(engine, base_speed, sparkle_density) # Create base rainbow animation var rainbow_provider = animation.rich_palette(engine) rainbow_provider.palette = animation.PALETTE_RAINBOW rainbow_provider.cycle_period = base_speed var base_anim = animation.filled(engine) base_anim.color_provider = rainbow_provider base_anim.priority = 1 # Note: This is a simplified example # Real multi-layer effects would require engine support return base_anim end animation.register_user_function("rainbow_sparkle", rainbow_sparkle) ``` ### Preset Configurations ```berry def police_lights(engine, flash_speed) var anim = animation.pulsating_animation(engine) anim.color = 0xFFFF0000 # Red anim.min_brightness = 0 anim.max_brightness = 255 anim.period = flash_speed return anim end def warning_strobe(engine) return police_lights(engine, 200) # Fast strobe end def gentle_alert(engine) return police_lights(engine, 1000) # Slow pulse end animation.register_user_function("police", police_lights) animation.register_user_function("strobe", warning_strobe) animation.register_user_function("alert", gentle_alert) ``` ```dsl animation emergency = strobe() animation notification = alert() animation custom_police = police(500ms) ``` ## Function Organization ### Single File Approach ```berry # user_animations.be import animation def breathing(engine, color, period) # ... implementation end def fire_effect(engine, intensity, speed) # ... implementation end def sparkle_effect(engine, color, density, speed) # ... implementation end # Register all functions animation.register_user_function("breathing", breathing) animation.register_user_function("fire", fire_effect) animation.register_user_function("sparkle", sparkle_effect) print("Custom animations loaded!") ``` ### Modular Approach ```berry # animations/fire.be def fire_effect(engine, intensity, speed) # ... implementation end def torch_effect(engine) return fire_effect(engine, 255, 500) end return { 'fire': fire_effect, 'torch': torch_effect } ``` ```berry # main.be import animation # Register functions animation.register_user_function("fire", fire_effects['fire']) animation.register_user_function("torch", fire_effects['torch']) ``` ## Best Practices ### Function Design 1. **Use descriptive names**: `breathing_slow` not `bs` 2. **Logical parameter order**: color first, then timing, then modifiers 3. **Sensible defaults**: Make functions work with minimal parameters 4. **Return animations**: Always return a configured animation object ### Parameter Handling ```berry def flexible_pulse(engine, color, period, min_brightness, max_brightness) # Provide defaults for optional parameters if min_brightness == nil min_brightness = 50 end if max_brightness == nil max_brightness = 255 end var anim = animation.pulsating_animation(engine) anim.color = color anim.period = period anim.min_brightness = min_brightness anim.max_brightness = max_brightness return anim end ``` ### Error Handling ```berry def safe_comet(engine, color, tail_length, speed) # Validate parameters if tail_length < 1 tail_length = 1 end if tail_length > 20 tail_length = 20 end if speed < 100 speed = 100 end var anim = animation.comet_animation(engine) anim.color = color anim.tail_length = tail_length anim.speed = speed return anim end ``` ### Documentation ```berry # Creates a pulsing animation with customizable brightness range # Parameters: # color: The color to pulse (hex or named color) # period: How long one pulse cycle takes (in milliseconds) # min_brightness: Minimum brightness (0-255, default: 50) # max_brightness: Maximum brightness (0-255, default: 255) # Returns: Configured pulse animation def breathing_effect(engine, color, period, min_brightness, max_brightness) # ... implementation end ``` ## Loading and Using Functions ### In Tasmota autoexec.be ```berry import animation # Load your custom functions load("user_animations.be") # Now they're available in DSL var dsl_code = ''' animation my_fire = fire(200, 1500ms) animation my_sparkles = sparkle(white, 8, 400ms) sequence show { play my_fire for 10s play my_sparkles for 5s } run show ''' animation_dsl.execute(dsl_code) ``` ### From Files ```berry # Save DSL with custom functions var my_show = ''' animation campfire = fire(180, 2s) animation stars = sparkle(#FFFFFF, 6, 600ms) sequence night_scene { play campfire for 30s play stars for 10s } run night_scene ''' # Save to file var f = open("night_scene.anim", "w") f.write(my_show) f.close() # Load and run animation_dsl.load_file("night_scene.anim") ``` ## Implementation Details ### Function Signature Requirements User functions must follow this exact pattern: ```berry def function_name(engine, param1, param2, ...) # engine is ALWAYS the first parameter # followed by user-provided parameters return animation_object end ``` ### How the DSL Transpiler Works When you write DSL like this: ```dsl animation my_anim = my_function(arg1, arg2) ``` The transpiler generates Berry code like this: ```berry var my_anim_ = animation.get_user_function('my_function')(engine, arg1, arg2) ``` The `engine` parameter is automatically inserted as the first argument. ### Registration API ```berry # Register a function animation.register_user_function(name, function) # Check if a function is registered if animation.is_user_function("my_function") print("Function is registered") end # Get a registered function var func = animation.get_user_function("my_function") # List all registered functions var functions = animation.list_user_functions() for name : functions print("Registered:", name) end ``` ### Engine Parameter The `engine` parameter provides: - Access to the LED strip: `engine.get_strip_length()` - Current time: `engine.time_ms` - Animation management context Always use the provided engine when creating animations - don't create your own engine instances. ### Return Value Requirements User functions must return an animation object that: - Extends `animation.animation` or `animation.pattern` - Is properly configured with the engine - Has all required parameters set ### Error Handling The framework handles errors gracefully: - Invalid function names are caught at DSL compile time - Runtime errors in user functions are reported with context - Failed function calls don't crash the animation system ## Troubleshooting ### Function Not Found ``` Error: Unknown function 'my_function' ``` - Ensure the function is registered with `animation.register_user_function()` - Check that registration happens before DSL compilation - Verify the function name matches exactly (case-sensitive) ### Wrong Number of Arguments ``` Error: Function call failed ``` - Check that your function signature matches the DSL call - Remember that `engine` is automatically added as the first parameter - Verify all required parameters are provided in the DSL ### Animation Not Working - Ensure your function returns a valid animation object - Check that the animation is properly configured - Verify that the engine parameter is used correctly User-defined functions provide a powerful way to extend the Animation DSL with custom effects while maintaining the clean, declarative syntax that makes the DSL easy to use.