Advanced Aura feature

Groundwork for 'advanced' aura modes
Add single zone + Doom light flash
Fix mocking for ROGCC
Better prepare & change to mapping of keyboard layouts to models and functions
Refactor and begin using new key layout stuff
Enable first arg to rogcc to set layout in mocking feature mode
Complete refactor of key layouts, and to RON serde
This commit is contained in:
Luke D. Jones
2022-12-11 11:50:47 +13:00
parent e3ecaa92bd
commit 1cbffedaeb
134 changed files with 8249 additions and 4390 deletions

View File

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use serde::{Deserialize, Serialize};
use crate::advanced::LedCode;
use crate::effects::{p_random, EffectState};
use crate::layouts::KeyLayout;
use crate::{effect_state_impl, Colour};
#[derive(Debug, Clone, Deserialize, Serialize)]
pub struct DoomFlicker {
address: LedCode,
start_colour: Colour,
max_percentage: u8,
min_percentage: u8,
#[serde(skip)]
count: u8,
#[serde(skip)]
colour: Colour,
}
impl DoomFlicker {
pub fn new(address: LedCode, colour: Colour, max_percentage: u8, min_percentage: u8) -> Self {
Self {
address,
colour,
count: 4,
max_percentage,
min_percentage,
start_colour: colour,
}
}
}
impl EffectState for DoomFlicker {
effect_state_impl!();
fn next_colour_state(&mut self, _layout: &KeyLayout) {
let Self {
max_percentage,
min_percentage,
colour,
start_colour,
..
} = self;
if self.count == 0 {
self.count = 4;
}
self.count -= 1;
if self.count != 0 {
return;
}
// TODO: make a "percentage" method on Colour.
let max_light = Colour(
(start_colour.0 as f32 / 100.0 * *max_percentage as f32) as u8,
(start_colour.1 as f32 / 100.0 * *max_percentage as f32) as u8,
(start_colour.2 as f32 / 100.0 * *max_percentage as f32) as u8,
);
// min light is a percentage of the set colour
let min_light = Colour(
(start_colour.0 as f32 / 100.0 * *min_percentage as f32) as u8,
(start_colour.1 as f32 / 100.0 * *min_percentage as f32) as u8,
(start_colour.2 as f32 / 100.0 * *min_percentage as f32) as u8,
);
// Convert the 255 to percentage
let amount = (p_random() & 7) as f32 * 8.0;
let set_colour = |colour: &mut u8, max: f32, min: f32| {
let pc = amount / max * 100.0;
let min_amount = pc * min / 100.0; // percentage of min colour
let max_amount = pc * max / 100.0; // percentage of max colour
if *colour as f32 - min_amount < min {
*colour = min as u8;
} else {
*colour = (max - max_amount) as u8;
}
};
set_colour(&mut colour.0, max_light.0 as f32, min_light.0 as f32);
set_colour(&mut colour.1, max_light.1 as f32, min_light.1 as f32);
set_colour(&mut colour.2, max_light.2 as f32, min_light.2 as f32);
self.count = 4;
}
}
pub struct LightFlash {
pub count: i32,
pub max_light: i32,
pub min_light: i32,
pub max_time: i32,
pub min_time: i32,
}
#[derive(Debug, Clone, Deserialize, Serialize)]
pub struct DoomLightFlash {
address: LedCode,
start_colour: Colour,
max_percentage: u8,
min_percentage: u8,
#[serde(skip)]
max_time: i32,
#[serde(skip)]
min_time: i32,
#[serde(skip)]
count: u8,
#[serde(skip)]
colour: Colour,
}
impl DoomLightFlash {
pub fn new(address: LedCode, colour: Colour, max_percentage: u8, min_percentage: u8) -> Self {
Self {
address,
colour,
count: 4,
max_percentage,
min_percentage,
start_colour: colour,
max_time: 32,
min_time: 7,
}
}
}
impl EffectState for DoomLightFlash {
effect_state_impl!();
fn next_colour_state(&mut self, _layout: &KeyLayout) {
let Self {
max_percentage,
min_percentage,
colour,
start_colour,
..
} = self;
self.count -= 1;
if self.count != 0 {
return;
}
// TODO: make a "percentage" method on Colour.
let max_light = Colour(
(start_colour.0 as f32 / 100.0 * *max_percentage as f32) as u8,
(start_colour.1 as f32 / 100.0 * *max_percentage as f32) as u8,
(start_colour.2 as f32 / 100.0 * *max_percentage as f32) as u8,
);
// min light is a percentage of the set colour
let min_light = Colour(
(start_colour.0 as f32 / 100.0 * *min_percentage as f32) as u8,
(start_colour.1 as f32 / 100.0 * *min_percentage as f32) as u8,
(start_colour.2 as f32 / 100.0 * *min_percentage as f32) as u8,
);
if *colour == max_light {
*colour = min_light;
self.count = ((p_random() & self.min_time) + 1) as u8;
} else {
*colour = max_light;
self.count = ((p_random() & self.max_time) + 1) as u8;
}
}
}