Tasmota/lib/libesp32/berry_animation/docs/DSL_TRANSPILATION.md
2025-10-23 21:43:56 +02:00

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# 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)
## 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
#### `animation_dsl.compile(source)`
Compiles DSL source code to Berry code without executing it.
```berry
var dsl_source = "color red = 0xFF0000\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 = 0x0000FF\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 = 0x00FF00\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")
```
## 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
- **Import statements**: `import module_name` for loading Berry modules
- **Named parameters**: All function calls use `name=value` syntax
- **Time units**: `2s`, `500ms`, `1m`, `1h`
- **Hex colors**: `0xFF0000`, `0x80FF0000` (ARGB)
- **Named colors**: `red`, `blue`, `white`, etc.
- **Comments**: `# This is a comment`
- **Property assignment**: `animation.property = value`
- **User functions**: `function_name()` for custom functions
### Basic Structure
```berry
# Import statements (optional, for user functions or custom modules)
import user_functions
# Optional strip configuration
strip length 60
# Color definitions
color red = 0xFF0000
color blue = 0x0000FF
# 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 with user functions
pulse_red.priority = 10
pulse_red.opacity = breathing_effect()
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:
```berry
# 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 = 0xFF0000
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.<symbol>`):
- 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 `<symbol>_`):
- 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:
```berry
# 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.
## Import Statement Transpilation
The DSL supports importing Berry modules using the `import` keyword, which provides a clean way to load user functions and custom modules.
### Import Syntax
```berry
# DSL Import Syntax
import user_functions
import my_custom_module
import math
```
### Transpilation Behavior
Import statements are transpiled directly to Berry import statements with quoted module names:
```berry
# DSL Code
import user_functions
# Transpiles to Berry Code
import "user_functions"
```
### Import Processing
1. **Early Processing**: Import statements are processed early in transpilation
2. **Module Loading**: Imported modules are loaded using standard Berry import mechanism
3. **Function Registration**: User function modules should register functions using `animation.register_user_function()`
4. **No Validation**: The DSL doesn't validate module existence at compile time
### Example Import Workflow
**Step 1: Create User Functions Module (`user_functions.be`)**
```berry
import animation
def rand_demo(engine)
import math
return math.rand() % 256
end
# Register for DSL use
animation.register_user_function("rand_demo", rand_demo)
```
**Step 2: Use in DSL**
```berry
import user_functions
animation test = solid(color=blue)
test.opacity = rand_demo()
run test
```
**Step 3: Generated Berry Code**
```berry
import animation
var engine = animation.init_strip()
import "user_functions"
var test_ = animation.solid(engine)
test_.color = 0xFF0000FF
test_.opacity = animation.create_closure_value(engine,
def (engine) return animation.get_user_function('rand_demo')(engine) end)
engine.add(test_)
engine.run()
```
## Berry Code Block Transpilation
The DSL supports embedding arbitrary Berry code using the `berry` keyword with triple-quoted strings. This provides an escape hatch for complex logic while maintaining the declarative nature of the DSL.
### Berry Code Block Syntax
```berry
# DSL Berry Code Block
berry """
import math
var custom_value = math.pi * 2
print("Custom calculation:", custom_value)
"""
```
### Transpilation Behavior
Berry code blocks are copied verbatim to the generated Berry code with comment markers:
```berry
# DSL Code
berry """
var test_var = 42
print("Hello from berry block")
"""
# Transpiles to Berry Code
# Berry code block
var test_var = 42
print("Hello from berry block")
# End berry code block
```
### Integration with DSL Objects
Berry code can interact with DSL-generated objects by using the underscore suffix naming convention:
```berry
# DSL Code
animation pulse = pulsating_animation(color=red, period=2s)
berry """
pulse_.opacity = 200
pulse_.priority = 10
"""
# Transpiles to Berry Code
var pulse_ = animation.pulsating_animation(engine)
pulse_.color = animation.red
pulse_.period = 2000
# Berry code block
pulse_.opacity = 200
pulse_.priority = 10
# End berry code block
```
## Advanced DSL Features
### Templates
The DSL supports two types of templates: regular templates (functions) and template animations (classes).
#### Template Animation Transpilation
Template animations create reusable animation classes extending `engine_proxy`:
```berry
# DSL Template Animation
template animation shutter_effect {
param colors type palette nillable true
param duration type time min 0 max 3600 default 5 nillable false
set strip_len = strip_length()
color col = color_cycle(palette=colors, cycle_period=0)
animation shutter = beacon_animation(
color = col
beacon_size = strip_len / 2
)
sequence seq repeat forever {
play shutter for duration
col.next = 1
}
run seq
}
```
**Transpiles to:**
```berry
class shutter_effect_animation : animation.engine_proxy
static var PARAMS = animation.enc_params({
"colors": {"type": "palette", "nillable": true},
"duration": {"type": "time", "min": 0, "max": 3600, "default": 5, "nillable": false}
})
def init(engine)
super(self).init(engine)
var strip_len_ = animation.strip_length(engine)
var col_ = animation.color_cycle(engine)
col_.palette = animation.create_closure_value(engine, def (engine) return self.colors end)
col_.cycle_period = 0
var shutter_ = animation.beacon_animation(engine)
shutter_.color = col_
shutter_.beacon_size = animation.create_closure_value(engine, def (engine) return animation.resolve(strip_len_) / 2 end)
var seq_ = animation.sequence_manager(engine, -1)
.push_play_step(shutter_, animation.resolve(self.duration))
.push_closure_step(def (engine) col_.next = 1 end)
self.add(seq_)
end
end
```
**Key Features:**
- Parameters accessed as `self.<param>` and wrapped in closures
- Constraints (min, max, default, nillable) encoded in PARAMS
- Uses `self.add()` instead of `engine.add()`
- Can be instantiated multiple times with different parameters
#### Regular Template Transpilation
Regular templates generate Berry functions:
```berry
# DSL Template
template pulse_effect {
param color type color
param speed
animation pulse = pulsating_animation(color=color, period=speed)
run pulse
}
```
**Transpiles to:**
```berry
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)
```
#### Template vs Template Animation
**Template Animation** (`template animation`):
- Generates classes extending `engine_proxy`
- Parameters accessed as `self.<param>`
- Supports parameter constraints (min, max, default, nillable)
- Uses `self.add()` for composition
- Can be instantiated multiple times
**Regular Template** (`template`):
- Generates functions
- Parameters accessed as `<param>_`
- Uses `engine.add()` for execution
- Called like functions
### 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_twinkle(engine, color, count, period)
var anim = animation.twinkle_animation(engine)
anim.color = color
anim.count = count
atml:parameter>
</invoke>
return anim
end
# Register the function for DSL use
animation.register_user_function("twinkle", custom_twinkle)
```
```berry
# Use in DSL - engine is automatically passed as first argument
animation gold_twinkle = twinkle(0xFFD700, 8, 500ms)
animation blue_twinkle = twinkle(blue, 12, 300ms)
run gold_twinkle
```
**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:
```berry
# Define animations for different states
color normal = 0x000080
color alert = 0xFF0000
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:
```berry
# Nested calls in animation definitions (now supported)
animation complex = pulsating_animation(
color=red,
period=2s
)
# Nested calls in run statements
sequence demo {
play pulsating_animation(color=blue, 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:**
```berry
# 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:**
```berry
# Error: Invalid parameter name in constructor
animation pulse = pulsating_animation(invalid_param=123)
# Transpiler error: "Parameter 'invalid_param' is not valid for pulsating_animation"
# Error: Invalid parameter name in property assignment
animation pulse = pulsating_animation(color=red, period=2s)
pulse.wrong_arg = 15
# Transpiler error: "Animation 'PulseAnimation' does not have parameter 'wrong_arg'"
# 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:**
```berry
# 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:**
```berry
# Error: Undefined color reference
animation pulse = pulsating_animation(color=undefined_color)
# Transpiler error: "Undefined reference: 'undefined_color'"
# Error: Undefined animation reference in run statement
run nonexistent_animation
# Transpiler error: "Undefined reference 'nonexistent_animation' in run"
# Error: Undefined animation reference in sequence
sequence demo {
play nonexistent_animation for 5s
}
# Transpiler error: "Undefined reference 'nonexistent_animation' in sequence play"
```
**Function Call Safety Validation:**
```berry
# Error: Dangerous function creation in computed expression
set strip_len3 = (strip_length() + 1) / 2
# Transpiler error: "Function 'strip_length()' cannot be used in computed expressions.
# This creates a new instance at each evaluation. Use either:
# set var_name = strip_length() # Single function call
# set computed = (existing_var + 1) / 2 # Computation with existing values"
```
**Why This Validation Exists:**
The transpiler prevents dangerous patterns where functions that create instances are called inside computed expressions that get wrapped in closures. This would create a new instance every time the closure is evaluated, leading to:
- Memory leaks
- Performance degradation
- Inconsistent behavior due to multiple timing states
**Safe Alternative:**
```berry
# ✅ CORRECT: Separate function call from computation
set strip_len = strip_length() # Single function call
set strip_len3 = (strip_len + 1) / 2 # Computation with existing value
```
**Template Parameter Validation:**
```berry
# Error: Duplicate parameter names
template bad_template {
param color type color
param color type number # Error: duplicate parameter name
}
# Transpiler error: "Duplicate parameter name 'color' in template"
# Error: Reserved keyword as parameter name
template reserved_template {
param animation type color # Error: conflicts with reserved keyword
}
# Transpiler error: "Parameter name 'animation' conflicts with reserved keyword"
# Error: Built-in color name as parameter
template color_template {
param red type number # Error: conflicts with built-in color
}
# Transpiler error: "Parameter name 'red' conflicts with built-in color name"
# Error: Invalid type annotation
template type_template {
param value type invalid_type # Error: invalid type
}
# Transpiler error: "Invalid parameter type 'invalid_type'. Valid types are: [...]"
# Warning: Unused parameter (compilation succeeds)
template unused_template {
param used_color type color
param unused_param type number # Warning: never used
animation test = solid(color=used_color)
run test
}
# Transpiler warning: "Template 'unused_template' parameter 'unused_param' is declared but never used"
```
### 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 in constructors or property assignments
- **Template validation**: Invalid template parameter names, types, or usage patterns
- **Constraint validation**: Parameter values that violate defined constraints (min/max, enums, types)
- **Reference validation**: Using undefined colors, animations, or variables
- **Type validation**: Incorrect parameter types or incompatible assignments
- **Safety validation**: Dangerous patterns that could cause memory leaks or performance issues
- **Runtime errors**: Errors during Berry code execution (rare with good validation)
### Warning Categories
The DSL transpiler also generates **warnings** that don't prevent compilation but indicate potential code quality issues:
- **Unused parameters**: Template parameters that are declared but never used in the template body
- **Code quality**: Suggestions for better coding practices
**Warning Behavior:**
- Warnings are included as comments in the generated Berry code
- Compilation succeeds even with warnings present
- Warnings help maintain code quality without being overly restrictive
## 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 {\n"
"play performance_critical_anim for 10s\n"
"}\n"
"run main"
)
# Programmatic for performance-critical animations
var performance_critical_anim = animation.create_optimized_animation()
```
## 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 = 0xFF0000\n"
"animation alert_anim = pulsating_animation(color=alert, period=500ms)\n"
"run alert_anim for 5s")
elif event == "door"
animation_dsl.execute("color welcome = 0x00FF00\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**:
```berry
# Strip configuration first
strip length 60
# Colors next
color red = 0xFF0000
color blue = 0x0000FF
# 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**:
```berry
# Good
color warning_red = 0xFF0000
animation door_alert = pulsating_animation(color=warning_red, period=500ms)
# Avoid
color c1 = 0xFF0000
animation a1 = pulsating_animation(color=c1, period=500ms)
```
3. **Comment your DSL**:
```berry
# Security system colors
color normal_blue = 0x000080 # Idle state
color alert_red = 0xFF0000 # Alert state
color success_green = 0x00FF00 # 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.