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https://gitlab.com/asus-linux/asusctl.git
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Final round of fixes for new version
This commit is contained in:
230
rog-client/src/anime_matrix.rs
Normal file
230
rog-client/src/anime_matrix.rs
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@@ -0,0 +1,230 @@
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pub const WIDTH: usize = 34; // Width is definitely 34 items
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pub const HEIGHT: usize = 56;
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pub type AniMeBufferType = [[u8; WIDTH]; HEIGHT];
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pub type AniMePacketType = [[u8; 640]; 2];
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const BLOCK_START: usize = 7;
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const BLOCK_END: usize = 634;
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use yansi_term::Colour::RGB;
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pub struct AniMeMatrix(AniMeBufferType);
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impl AniMeMatrix {
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pub fn new() -> Self {
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AniMeMatrix([[0u8; WIDTH]; HEIGHT])
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}
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pub fn get(&self) -> &AniMeBufferType {
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&self.0
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}
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pub fn get_mut(&mut self) -> &mut AniMeBufferType {
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&mut self.0
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}
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pub fn fill_with(&mut self, fill: u8) {
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for row in self.0.iter_mut() {
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for x in row.iter_mut() {
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*x = fill;
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}
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}
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}
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pub fn debug_print(&self) {
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// this is the index from right. It is used to progressively shorten rows
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let mut prog_row_len = WIDTH - 2;
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for (count, row) in self.0.iter().enumerate() {
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// Write the top block of LEDs (first 7 rows)
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if count < 6 {
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if count % 2 != 0 {
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print!(" ");
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} else if count == 0 {
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print!(" ");
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} else {
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print!(" ");
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}
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let tmp = if count == 0 || count == 1 || count == 3 || count == 5 {
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row[1..].iter()
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} else {
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row.iter()
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};
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for x in tmp {
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print!(" {}", RGB(*x, *x, *x).paint(&format!("{:#04X}", x)));
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}
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print!("\n");
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} else {
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// Switch to next block (looks like )
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if count % 2 != 0 {
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// Row after 6 is only 1 less, then rows after 7 follow pattern
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if count == 7 {
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prog_row_len -= 1;
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} else {
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prog_row_len -= 2;
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}
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} else {
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prog_row_len += 1; // if count 6, 0
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}
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let index = row.len() - prog_row_len;
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if count % 2 == 0 {
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print!(" ");
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}
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for (i, x) in row.iter().enumerate() {
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if i >= index {
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print!(" {}", RGB(*x, *x, *x).paint(&format!("{:#04X}", x)));
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} else {
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print!(" ");
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}
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}
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print!("\n");
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}
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}
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}
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}
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impl From<AniMeMatrix> for AniMePacketType {
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/// Do conversion from the nested Vec in AniMeMatrix to the two required
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/// packets suitable for sending over USB
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#[inline]
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fn from(anime: AniMeMatrix) -> Self {
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let mut buffers = [[0; 640]; 2];
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let mut write_index = BLOCK_START;
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let mut write_block = &mut buffers[0];
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let mut block1_done = false;
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// this is the index from right. It is used to progressively shorten rows
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let mut prog_row_len = WIDTH - 2;
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for (count, row) in anime.0.iter().enumerate() {
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// Write the top block of LEDs (first 7 rows)
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if count < 6 {
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for (i, x) in row.iter().enumerate() {
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// Rows 0, 1, 3, 5 are short and misaligned
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if count == 0 || count == 1 || count == 3 || count == 5 {
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if i > 0 {
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write_block[write_index - 1] = *x;
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}
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} else {
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write_block[write_index] = *x;
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}
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write_index += 1;
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}
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} else {
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// Switch to next block (looks like )
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if count % 2 != 0 {
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// Row after 6 is only 1 less, then rows after 7 follow pattern
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if count == 7 {
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prog_row_len -= 1;
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} else {
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prog_row_len -= 2;
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}
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} else {
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prog_row_len += 1; // if count 6, 0
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}
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let index = row.len() - prog_row_len;
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for n in index..row.len() {
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// Require a special case to catch the correct end-of-packet which is
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// 6 bytes from the end
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if write_index == BLOCK_END && !block1_done {
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block1_done = true;
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write_block = &mut buffers[1];
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write_index = BLOCK_START;
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}
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//println!("{:?}", write_block.to_vec());
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write_block[write_index] = row[n];
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write_index += 1;
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}
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}
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}
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buffers
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::{AniMeMatrix, AniMePacketType};
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#[test]
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fn check_data_alignment() {
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let mut matrix = AniMeMatrix::new();
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{
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let tmp = matrix.get_mut();
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for row in tmp.iter_mut() {
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row[row.len() - 1] = 0xff;
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}
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}
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let matrix: AniMePacketType = AniMePacketType::from(matrix);
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// The bytes at the right of the initial AniMeMatrix should always end up aligned in the
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// same place after conversion to data packets
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// Check against manually worked out right align
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assert_eq!(
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matrix[0].to_vec(),
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[
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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]
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.to_vec()
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);
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assert_eq!(
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matrix[1].to_vec(),
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[
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0,
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0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 0,
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0, 0, 0, 0
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]
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.to_vec()
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);
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}
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}
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