mirror of
https://gitlab.com/asus-linux/asusctl.git
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255 lines
7.0 KiB
Rust
255 lines
7.0 KiB
Rust
use crate::{layouts::KeyLayout, p_random, Colour, EffectState, LedType, Speed};
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use serde_derive::{Deserialize, Serialize};
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macro_rules! effect_state_impl {
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() => {
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fn get_colour(&self) -> Colour {
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self.colour
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}
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fn get_led_type(&self) -> LedType {
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self.led_type.clone()
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}
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/// Change the led type
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fn set_led_type(&mut self, led_type: LedType) {
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self.led_type = led_type;
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}
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};
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}
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macro_rules! effect_impl {
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($($effect:ident),*) => {
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impl Effect {
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/// Get the type of LED set
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pub fn get_led_type(&self) -> LedType {
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match self {
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$(Effect::$effect(c) => c.get_led_type(),)*
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}
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}
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/// Change the led type
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pub fn set_led_type(&mut self, led_type: LedType) {
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match self {
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$(Effect::$effect(c) => c.set_led_type(led_type),)*
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}
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}
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/// Calculate the next state of the effect
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pub fn next_state(&mut self, layout: &KeyLayout) {
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match self {
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$(Effect::$effect(c) => c.next_colour_state(layout),)*
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}
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}
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/// Get the calculated colour
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pub fn get_colour(&self) -> Colour {
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match self {
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$(Effect::$effect(c) => c.get_colour(),)*
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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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#[derive(Debug, Clone, Deserialize, Serialize)]
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pub enum Effect {
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Static(Static),
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Breathe(Breathe),
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Flicker(Flicker),
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}
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impl Default for Effect {
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fn default() -> Self {
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Self::Static(Static::new(LedType::default(), Colour::default()))
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}
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}
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effect_impl!(Static, Breathe, Flicker);
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/**************************************************************************************************/
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#[derive(Debug, Clone, Deserialize, Serialize)]
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pub struct Static {
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led_type: LedType,
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/// The starting colour
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colour: Colour,
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}
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impl Static {
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pub fn new(led_type: LedType, colour: Colour) -> Self {
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Self { led_type, colour }
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}
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}
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impl EffectState for Static {
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fn next_colour_state(&mut self, _layout: &KeyLayout) {}
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effect_state_impl!();
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}
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/**************************************************************************************************/
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#[derive(Debug, Clone, Deserialize, Serialize)]
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pub struct Breathe {
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led_type: LedType,
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/// The starting colour
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start_colour1: Colour,
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/// The secondary starting colour
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start_colour2: Colour,
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/// The speed at which to cycle between the colours
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speed: Speed,
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/// Temporary data to help keep state
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#[serde(skip)]
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colour: Colour,
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#[serde(skip)]
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count_flipped: bool,
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#[serde(skip)]
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use_colour1: bool,
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}
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impl Breathe {
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pub fn new(led_type: LedType, colour1: Colour, colour2: Colour, speed: Speed) -> Self {
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Self {
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led_type,
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start_colour1: colour1,
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start_colour2: colour2,
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speed,
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colour: colour1,
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count_flipped: false,
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use_colour1: true,
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}
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}
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}
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impl EffectState for Breathe {
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fn next_colour_state(&mut self, _layout: &KeyLayout) {
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let Self {
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start_colour1: colour1,
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start_colour2: colour2,
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speed,
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colour: colour_actual,
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count_flipped: flipped,
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use_colour1,
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..
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} = self;
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let speed = 4 - <u8>::from(*speed);
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if *colour_actual == Colour(0, 0, 0) {
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*use_colour1 = !*use_colour1;
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}
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let colour = if !*use_colour1 {
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colour2
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} else {
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colour1
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};
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let r1_scale = colour.0 / speed / 2;
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let g1_scale = colour.1 / speed / 2;
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let b1_scale = colour.2 / speed / 2;
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if *colour_actual == Colour(0, 0, 0) {
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*flipped = true;
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} else if colour_actual >= colour {
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*flipped = false;
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}
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if !*flipped {
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colour_actual.0 = colour_actual.0.saturating_sub(r1_scale);
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colour_actual.1 = colour_actual.1.saturating_sub(g1_scale);
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colour_actual.2 = colour_actual.2.saturating_sub(b1_scale);
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} else {
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colour_actual.0 = colour_actual.0.saturating_add(r1_scale);
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colour_actual.1 = colour_actual.1.saturating_add(g1_scale);
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colour_actual.2 = colour_actual.2.saturating_add(b1_scale);
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}
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}
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effect_state_impl!();
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}
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/**************************************************************************************************/
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#[derive(Debug, Clone, Deserialize, Serialize)]
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pub struct Flicker {
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led_type: LedType,
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start_colour: Colour,
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max_percentage: u8,
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min_percentage: u8,
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#[serde(skip)]
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count: u8,
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#[serde(skip)]
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colour: Colour,
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}
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impl Flicker {
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pub fn new(led_type: LedType, colour: Colour, max_percentage: u8, min_percentage: u8) -> Self {
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Self {
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led_type,
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colour,
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count: 4,
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max_percentage,
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min_percentage,
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start_colour: colour,
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}
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}
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}
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impl EffectState for Flicker {
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fn next_colour_state(&mut self, _layout: &KeyLayout) {
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let Self {
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max_percentage,
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min_percentage,
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colour,
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start_colour,
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..
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} = self;
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if self.count == 0 {
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self.count = 4;
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}
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self.count -= 1;
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if self.count != 0 {
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return;
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}
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// TODO: make a "percentage" method on Colour.
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let max_light = Colour(
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(start_colour.0 as f32 / 100.0 * *max_percentage as f32) as u8,
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(start_colour.1 as f32 / 100.0 * *max_percentage as f32) as u8,
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(start_colour.2 as f32 / 100.0 * *max_percentage as f32) as u8,
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);
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// min light is a percentage of the set colour
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let min_light = Colour(
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(start_colour.0 as f32 / 100.0 * *min_percentage as f32) as u8,
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(start_colour.1 as f32 / 100.0 * *min_percentage as f32) as u8,
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(start_colour.2 as f32 / 100.0 * *min_percentage as f32) as u8,
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);
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// Convert the 255 to percentage
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let amount = (p_random() & 7) as f32 * 8.0;
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let set_colour = |colour: &mut u8, max: f32, min: f32| {
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let pc = amount / max * 100.0;
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let min_amount = pc * min / 100.0; // percentage of min colour
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let max_amount = pc * max / 100.0; // percentage of max colour
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if *colour as f32 - min_amount < min {
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*colour = min as u8;
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} else {
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*colour = (max - max_amount) as u8;
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}
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};
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set_colour(&mut colour.0, max_light.0 as f32, min_light.0 as f32);
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set_colour(&mut colour.1, max_light.1 as f32, min_light.1 as f32);
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set_colour(&mut colour.2, max_light.2 as f32, min_light.2 as f32);
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self.count = 4;
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}
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effect_state_impl!();
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}
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