Files
asusctl/rog-aura/src/sequencer/effects.rs
Luke D. Jones 600d0ae3d9 Clippy run
2022-09-30 15:10:56 +13:00

255 lines
7.0 KiB
Rust

use crate::{layouts::KeyLayout, p_random, Colour, EffectState, LedType, Speed};
use serde_derive::{Deserialize, Serialize};
macro_rules! effect_state_impl {
() => {
fn get_colour(&self) -> Colour {
self.colour
}
fn get_led_type(&self) -> LedType {
self.led_type.clone()
}
/// Change the led type
fn set_led_type(&mut self, led_type: LedType) {
self.led_type = led_type;
}
};
}
macro_rules! effect_impl {
($($effect:ident),*) => {
impl Effect {
/// Get the type of LED set
pub fn get_led_type(&self) -> LedType {
match self {
$(Effect::$effect(c) => c.get_led_type(),)*
}
}
/// Change the led type
pub fn set_led_type(&mut self, led_type: LedType) {
match self {
$(Effect::$effect(c) => c.set_led_type(led_type),)*
}
}
/// Calculate the next state of the effect
pub fn next_state(&mut self, layout: &KeyLayout) {
match self {
$(Effect::$effect(c) => c.next_colour_state(layout),)*
}
}
/// Get the calculated colour
pub fn get_colour(&self) -> Colour {
match self {
$(Effect::$effect(c) => c.get_colour(),)*
}
}
}
};
}
/**************************************************************************************************/
#[derive(Debug, Clone, Deserialize, Serialize)]
pub enum Effect {
Static(Static),
Breathe(Breathe),
Flicker(Flicker),
}
impl Default for Effect {
fn default() -> Self {
Self::Static(Static::new(LedType::default(), Colour::default()))
}
}
effect_impl!(Static, Breathe, Flicker);
/**************************************************************************************************/
#[derive(Debug, Clone, Deserialize, Serialize)]
pub struct Static {
led_type: LedType,
/// The starting colour
colour: Colour,
}
impl Static {
pub fn new(led_type: LedType, colour: Colour) -> Self {
Self { led_type, colour }
}
}
impl EffectState for Static {
fn next_colour_state(&mut self, _layout: &KeyLayout) {}
effect_state_impl!();
}
/**************************************************************************************************/
#[derive(Debug, Clone, Deserialize, Serialize)]
pub struct Breathe {
led_type: LedType,
/// The starting colour
start_colour1: Colour,
/// The secondary starting colour
start_colour2: Colour,
/// The speed at which to cycle between the colours
speed: Speed,
/// Temporary data to help keep state
#[serde(skip)]
colour: Colour,
#[serde(skip)]
count_flipped: bool,
#[serde(skip)]
use_colour1: bool,
}
impl Breathe {
pub fn new(led_type: LedType, colour1: Colour, colour2: Colour, speed: Speed) -> Self {
Self {
led_type,
start_colour1: colour1,
start_colour2: colour2,
speed,
colour: colour1,
count_flipped: false,
use_colour1: true,
}
}
}
impl EffectState for Breathe {
fn next_colour_state(&mut self, _layout: &KeyLayout) {
let Self {
start_colour1: colour1,
start_colour2: colour2,
speed,
colour: colour_actual,
count_flipped: flipped,
use_colour1,
..
} = self;
let speed = 4 - <u8>::from(*speed);
if *colour_actual == Colour(0, 0, 0) {
*use_colour1 = !*use_colour1;
}
let colour = if !*use_colour1 {
colour2
} else {
colour1
};
let r1_scale = colour.0 / speed / 2;
let g1_scale = colour.1 / speed / 2;
let b1_scale = colour.2 / speed / 2;
if *colour_actual == Colour(0, 0, 0) {
*flipped = true;
} else if colour_actual >= colour {
*flipped = false;
}
if !*flipped {
colour_actual.0 = colour_actual.0.saturating_sub(r1_scale);
colour_actual.1 = colour_actual.1.saturating_sub(g1_scale);
colour_actual.2 = colour_actual.2.saturating_sub(b1_scale);
} else {
colour_actual.0 = colour_actual.0.saturating_add(r1_scale);
colour_actual.1 = colour_actual.1.saturating_add(g1_scale);
colour_actual.2 = colour_actual.2.saturating_add(b1_scale);
}
}
effect_state_impl!();
}
/**************************************************************************************************/
#[derive(Debug, Clone, Deserialize, Serialize)]
pub struct Flicker {
led_type: LedType,
start_colour: Colour,
max_percentage: u8,
min_percentage: u8,
#[serde(skip)]
count: u8,
#[serde(skip)]
colour: Colour,
}
impl Flicker {
pub fn new(led_type: LedType, colour: Colour, max_percentage: u8, min_percentage: u8) -> Self {
Self {
led_type,
colour,
count: 4,
max_percentage,
min_percentage,
start_colour: colour,
}
}
}
impl EffectState for Flicker {
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;
}
effect_state_impl!();
}