269 lines
6.0 KiB
Go
269 lines
6.0 KiB
Go
package hands
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import (
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"hands/config"
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"log"
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"sync"
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"time"
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)
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var (
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AnimationActive map[string]bool // 每个接口的动画状态
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AnimationMutex sync.Mutex
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StopAnimationMap map[string]chan struct{} // 每个接口的停止动画通道
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)
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func initAnimation() {
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// 初始化动画状态映射
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AnimationActive = make(map[string]bool)
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StopAnimationMap = make(map[string]chan struct{})
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for _, ifName := range config.Config.AvailableInterfaces {
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AnimationActive[ifName] = false
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StopAnimationMap[ifName] = make(chan struct{}, 1)
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}
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}
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// 执行波浪动画 - 支持手型参数
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func StartWaveAnimation(ifName string, speed int, handType string, handId uint32) {
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if speed <= 0 {
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speed = 500 // 默认速度
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}
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// 如果未指定接口,使用默认接口
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if ifName == "" {
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ifName = config.Config.DefaultInterface
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}
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// 验证接口
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if !IsValidInterface(ifName) {
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log.Printf("❌ 无法启动波浪动画: 无效的接口 %s", ifName)
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return
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}
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AnimationMutex.Lock()
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// 如果已经有动画在运行,先停止它
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if AnimationActive[ifName] {
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select {
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case StopAnimationMap[ifName] <- struct{}{}:
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// 发送成功
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default:
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// 通道已满,无需发送
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}
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StopAnimationMap[ifName] = make(chan struct{}, 1)
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}
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AnimationActive[ifName] = true
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AnimationMutex.Unlock()
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currentStopChannel := StopAnimationMap[ifName]
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go func() {
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defer func() {
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AnimationMutex.Lock()
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AnimationActive[ifName] = false
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AnimationMutex.Unlock()
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log.Printf("👋 %s 波浪动画已完成", ifName)
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}()
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fingerOrder := []int{0, 1, 2, 3, 4, 5}
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open := byte(64) // 0x40
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close := byte(192) // 0xC0
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log.Printf("🚀 开始 %s 波浪动画", ifName)
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// 动画循环
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for {
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select {
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case <-currentStopChannel:
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log.Printf("🛑 %s 波浪动画被用户停止", ifName)
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return
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default:
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// 波浪张开
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for _, idx := range fingerOrder {
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pose := make([]byte, 6)
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for j := 0; j < 6; j++ {
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if j == idx {
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pose[j] = open
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} else {
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pose[j] = close
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}
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}
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if err := SendFingerPose(ifName, pose, handType, handId); err != nil {
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log.Printf("%s 动画发送失败: %v", ifName, err)
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return
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}
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delay := time.Duration(speed) * time.Millisecond
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select {
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case <-currentStopChannel:
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log.Printf("🛑 %s 波浪动画被用户停止", ifName)
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return
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case <-time.After(delay):
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// 继续执行
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}
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}
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// 波浪握拳
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for _, idx := range fingerOrder {
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pose := make([]byte, 6)
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for j := 0; j < 6; j++ {
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if j == idx {
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pose[j] = close
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} else {
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pose[j] = open
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}
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}
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if err := SendFingerPose(ifName, pose, handType, handId); err != nil {
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log.Printf("%s 动画发送失败: %v", ifName, err)
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return
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}
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delay := time.Duration(speed) * time.Millisecond
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select {
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case <-currentStopChannel:
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log.Printf("🛑 %s 波浪动画被用户停止", ifName)
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return
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case <-time.After(delay):
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// 继续执行
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}
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}
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}
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}
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}()
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}
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// 执行横向摆动动画 - 支持手型参数
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func StartSwayAnimation(ifName string, speed int, handType string, handId uint32) {
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if speed <= 0 {
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speed = 500 // 默认速度
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}
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// 如果未指定接口,使用默认接口
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if ifName == "" {
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ifName = config.Config.DefaultInterface
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}
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// 验证接口
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if !IsValidInterface(ifName) {
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log.Printf("❌ 无法启动摆动动画: 无效的接口 %s", ifName)
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return
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}
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AnimationMutex.Lock()
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if AnimationActive[ifName] {
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select {
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case StopAnimationMap[ifName] <- struct{}{}:
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// 发送成功
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default:
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// 通道已满,无需发送
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}
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StopAnimationMap[ifName] = make(chan struct{}, 1)
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}
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AnimationActive[ifName] = true
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AnimationMutex.Unlock()
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currentStopChannel := StopAnimationMap[ifName]
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go func() {
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defer func() {
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AnimationMutex.Lock()
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AnimationActive[ifName] = false
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AnimationMutex.Unlock()
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log.Printf("🔄 %s 横向摆动动画已完成", ifName)
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}()
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leftPose := []byte{48, 48, 48, 48} // 0x30
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rightPose := []byte{208, 208, 208, 208} // 0xD0
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log.Printf("🚀 开始 %s 横向摆动动画", ifName)
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// 动画循环
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for {
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select {
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case <-currentStopChannel:
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log.Printf("🛑 %s 横向摆动动画被用户停止", ifName)
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return
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default:
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// 向左移动
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if err := SendPalmPose(ifName, leftPose, handType, handId); err != nil {
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log.Printf("%s 动画发送失败: %v", ifName, err)
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return
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}
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delay := time.Duration(speed) * time.Millisecond
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select {
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case <-currentStopChannel:
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log.Printf("🛑 %s 横向摆动动画被用户停止", ifName)
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return
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case <-time.After(delay):
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// 继续执行
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}
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// 向右移动
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if err := SendPalmPose(ifName, rightPose, handType, handId); err != nil {
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log.Printf("%s 动画发送失败: %v", ifName, err)
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return
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}
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select {
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case <-currentStopChannel:
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log.Printf("🛑 %s 横向摆动动画被用户停止", ifName)
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return
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case <-time.After(delay):
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// 继续执行
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}
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}
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}
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}()
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}
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// 停止所有动画
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func StopAllAnimations(ifName string) {
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// 如果未指定接口,停止所有接口的动画
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if ifName == "" {
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for _, validIface := range config.Config.AvailableInterfaces {
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StopAllAnimations(validIface)
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}
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return
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}
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// 验证接口
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if !IsValidInterface(ifName) {
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log.Printf("⚠️ 尝试停止无效接口的动画: %s", ifName)
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return
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}
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AnimationMutex.Lock()
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defer AnimationMutex.Unlock()
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if AnimationActive[ifName] {
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select {
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case StopAnimationMap[ifName] <- struct{}{}:
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log.Printf("✅ 已发送停止 %s 动画信号", ifName)
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default:
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StopAnimationMap[ifName] = make(chan struct{}, 1)
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StopAnimationMap[ifName] <- struct{}{}
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log.Printf("⚠️ %s 通道重置后发送了停止信号", ifName)
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}
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AnimationActive[ifName] = false
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go func() {
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time.Sleep(100 * time.Millisecond)
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resetToDefaultPose(ifName)
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}()
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} else {
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log.Printf("ℹ️ %s 当前没有运行中的动画", ifName)
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}
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}
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