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Massive refactor of led control
- Write brightness to kernel LED class path Closes #63, #53
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use rog_types::{
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aura_modes::{Colour, Direction, Speed, AuraEffect, AuraModeNum, AuraZone},
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error::AuraError,
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};
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use gumdrop::Options;
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use std::str::FromStr;
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#[derive(Options)]
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pub struct LedBrightness {
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level: Option<u8>,
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}
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impl LedBrightness {
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pub fn new(level: Option<u8>) -> Self {
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LedBrightness { level }
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}
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pub fn level(&self) -> Option<u8> {
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self.level
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}
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}
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impl FromStr for LedBrightness {
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type Err = AuraError;
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fn from_str(s: &str) -> Result<Self, Self::Err> {
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let s = s.to_lowercase();
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match s.as_str() {
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"off" => Ok(LedBrightness { level: Some(0x00) }),
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"low" => Ok(LedBrightness { level: Some(0x01) }),
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"med" => Ok(LedBrightness { level: Some(0x02) }),
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"high" => Ok(LedBrightness { level: Some(0x03) }),
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_ => {
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print!("Invalid argument, must be one of: off, low, med, high");
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Err(AuraError::ParseBrightness)
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}
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}
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}
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}
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impl ToString for LedBrightness {
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fn to_string(&self) -> String {
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let s = match self.level {
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Some(0x00) => "low",
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Some(0x01) => "med",
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Some(0x02) => "high",
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_ => "unknown",
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};
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s.to_string()
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}
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}
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#[derive(Debug, Clone, Options, Default)]
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pub struct SingleSpeed {
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#[options(help = "print help message")]
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help: bool,
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#[options(no_long, meta = "WORD", help = "set the speed: low, med, high")]
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pub speed: Speed,
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}
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#[derive(Debug, Clone, Options, Default)]
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pub struct SingleSpeedDirection {
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#[options(help = "print help message")]
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help: bool,
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#[options(no_long, meta = "", help = "set the direction: up, down, left, right")]
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pub direction: Direction,
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#[options(no_long, meta = "", help = "set the speed: low, med, high")]
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pub speed: Speed,
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}
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#[derive(Debug, Clone, Default, Options)]
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pub struct SingleColour {
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#[options(help = "print help message")]
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help: bool,
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#[options(no_long, meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour: Colour,
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}
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#[derive(Debug, Clone, Default, Options)]
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pub struct SingleColourSpeed {
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#[options(help = "print help message")]
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help: bool,
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#[options(no_long, meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour: Colour,
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#[options(no_long, meta = "", help = "set the speed: low, med, high")]
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pub speed: Speed,
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}
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#[derive(Debug, Clone, Options, Default)]
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pub struct TwoColourSpeed {
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#[options(help = "print help message")]
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help: bool,
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#[options(no_long, meta = "", help = "set the first RGB value e.g, ff00ff")]
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pub colour: Colour,
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#[options(no_long, meta = "", help = "set the second RGB value e.g, ff00ff")]
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pub colour2: Colour,
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#[options(no_long, meta = "", help = "set the speed: low, med, high")]
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pub speed: Speed,
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}
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#[derive(Debug, Clone, Default, Options)]
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pub struct MultiColour {
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#[options(help = "print help message")]
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help: bool,
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#[options(short = "a", meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour1: Colour,
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#[options(short = "b", meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour2: Colour,
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#[options(short = "c", meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour3: Colour,
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#[options(short = "d", meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour4: Colour,
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}
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#[derive(Debug, Clone, Default, Options)]
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pub struct MultiColourSpeed {
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#[options(help = "print help message")]
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help: bool,
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#[options(short = "a", meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour1: Colour,
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#[options(short = "b", meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour2: Colour,
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#[options(short = "c", meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour3: Colour,
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#[options(short = "d", meta = "", help = "set the RGB value e.g, ff00ff")]
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pub colour4: Colour,
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#[options(no_long, meta = "", help = "set the speed: low, med, high")]
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pub speed: Speed,
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}
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/// Byte value for setting the built-in mode.
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///
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/// Enum corresponds to the required integer value
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#[derive(Options)]
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pub enum SetAuraBuiltin {
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#[options(help = "set a single static colour")]
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Static(SingleColour),
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#[options(help = "pulse between one or two colours")]
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Breathe(TwoColourSpeed),
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#[options(help = "strobe through all colours")]
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Strobe(SingleSpeed),
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#[options(help = "rainbow cycling in one of four directions")]
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Rainbow(SingleSpeedDirection),
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#[options(help = "rain pattern mimicking raindrops")]
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Star(TwoColourSpeed),
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#[options(help = "rain pattern of three preset colours")]
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Rain(SingleSpeed),
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#[options(help = "pressed keys are highlighted to fade")]
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Highlight(SingleColourSpeed),
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#[options(help = "pressed keys generate horizontal laser")]
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Laser(SingleColourSpeed),
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#[options(help = "pressed keys ripple outwards like a splash")]
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Ripple(SingleColourSpeed),
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#[options(help = "set a rapid pulse")]
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Pulse(SingleColour),
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#[options(help = "set a vertical line zooming from left")]
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Comet(SingleColour),
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#[options(help = "set a wide vertical line zooming from left")]
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Flash(SingleColour),
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#[options(help = "4-zone multi-colour")]
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MultiStatic(MultiColour),
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#[options(help = "4-zone multi-colour breathing")]
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MultiBreathe(MultiColourSpeed),
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}
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impl Default for SetAuraBuiltin {
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fn default() -> Self {
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SetAuraBuiltin::Static(SingleColour::default())
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}
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}
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impl From<&SingleColour> for AuraEffect {
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fn from(aura: &SingleColour) -> Self {
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Self {
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colour1: aura.colour,
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..Default::default()
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}
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}
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}
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impl From<&SingleSpeed> for AuraEffect {
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fn from(aura: &SingleSpeed) -> Self {
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Self {
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speed: aura.speed,
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..Default::default()
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}
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}
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}
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impl From<&SingleColourSpeed> for AuraEffect {
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fn from(aura: &SingleColourSpeed) -> Self {
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Self {
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colour1: aura.colour,
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speed: aura.speed,
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..Default::default()
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}
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}
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}
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impl From<&TwoColourSpeed> for AuraEffect {
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fn from(aura: &TwoColourSpeed) -> Self {
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Self {
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colour1: aura.colour,
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colour2: aura.colour2,
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..Default::default()
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}
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}
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}
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impl From<&SingleSpeedDirection> for AuraEffect {
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fn from(aura: &SingleSpeedDirection) -> Self {
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Self {
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speed: aura.speed,
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direction: aura.direction,
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..Default::default()
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}
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}
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}
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impl From<&SetAuraBuiltin> for AuraEffect {
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fn from(aura: &SetAuraBuiltin) -> Self {
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match aura {
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SetAuraBuiltin::Static(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Static;
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data
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}
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SetAuraBuiltin::Breathe(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Breathe;
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data
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}
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SetAuraBuiltin::Strobe(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Strobe;
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data
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}
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SetAuraBuiltin::Rainbow(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Rainbow;
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data
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}
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SetAuraBuiltin::Star(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Star;
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data
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}
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SetAuraBuiltin::Rain(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Rain;
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data
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}
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SetAuraBuiltin::Highlight(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Highlight;
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data
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}
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SetAuraBuiltin::Laser(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Laser;
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data
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}
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SetAuraBuiltin::Ripple(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Ripple;
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data
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}
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SetAuraBuiltin::Pulse(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Pulse;
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data
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}
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SetAuraBuiltin::Comet(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Comet;
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data
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}
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SetAuraBuiltin::Flash(x) => {
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let mut data: AuraEffect = x.into();
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data.mode = AuraModeNum::Flash;
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data
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}
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_ => AuraEffect::default(),
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}
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}
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}
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impl From<&SetAuraBuiltin> for Vec<AuraEffect> {
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fn from(aura: &SetAuraBuiltin) -> Vec<AuraEffect> {
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let mut zones = vec![AuraEffect::default(); 4];
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match aura {
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SetAuraBuiltin::MultiStatic(data) => {
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zones[0].mode = AuraModeNum::Static;
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zones[0].zone = AuraZone::One;
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zones[0].colour1 = data.colour1;
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zones[1].mode = AuraModeNum::Static;
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zones[1].zone = AuraZone::Two;
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zones[1].colour1 = data.colour2;
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zones[2].mode = AuraModeNum::Static;
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zones[2].zone = AuraZone::Three;
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zones[2].colour1 = data.colour3;
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zones[3].mode = AuraModeNum::Static;
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zones[3].zone = AuraZone::Four;
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zones[3].colour1 = data.colour4;
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},
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SetAuraBuiltin::MultiBreathe(data) => {
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zones[0].mode = AuraModeNum::Breathe;
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zones[0].zone = AuraZone::One;
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zones[0].colour1 = data.colour1;
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zones[0].speed = data.speed;
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zones[1].mode = AuraModeNum::Breathe;
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zones[1].zone = AuraZone::Two;
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zones[1].colour1 = data.colour2;
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zones[1].speed = data.speed;
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zones[2].mode = AuraModeNum::Breathe;
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zones[2].zone = AuraZone::Three;
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zones[2].colour1 = data.colour3;
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zones[2].speed = data.speed;
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zones[3].mode = AuraModeNum::Breathe;
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zones[3].zone = AuraZone::Four;
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zones[3].colour1 = data.colour4;
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zones[3].speed = data.speed;
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}
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_ => {},
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}
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zones
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}
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}
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