mirror of
https://gitlab.com/asus-linux/asusctl.git
synced 2026-02-06 00:15:04 +01:00
301 lines
9.9 KiB
Rust
301 lines
9.9 KiB
Rust
use std::sync::atomic::Ordering;
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use std::sync::Arc;
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use async_trait::async_trait;
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use config_traits::StdConfig;
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use log::warn;
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use rog_anime::usb::{
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pkt_set_brightness, pkt_set_builtin_animations, pkt_set_enable_display,
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pkt_set_enable_powersave_anim, AnimAwake, AnimBooting, AnimShutdown, AnimSleeping, Brightness,
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};
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use rog_anime::{AnimeDataBuffer, DeviceState};
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use zbus::export::futures_util::lock::Mutex;
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use zbus::{dbus_interface, Connection, SignalContext};
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use super::CtrlAnime;
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use crate::error::RogError;
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pub(super) const ZBUS_PATH: &str = "/org/asuslinux/Anime";
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#[derive(Clone)]
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pub struct CtrlAnimeZbus(pub Arc<Mutex<CtrlAnime>>);
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/// The struct with the main dbus methods requires this trait
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#[async_trait]
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impl crate::ZbusRun for CtrlAnimeZbus {
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async fn add_to_server(self, server: &mut Connection) {
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Self::add_to_server_helper(self, ZBUS_PATH, server).await;
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}
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}
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// None of these calls can be guarnateed to succeed unless we loop until okay
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// If the try_lock *does* succeed then any other thread trying to lock will not
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// grab it until we finish.
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#[dbus_interface(name = "org.asuslinux.Daemon")]
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impl CtrlAnimeZbus {
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/// Writes a data stream of length. Will force system thread to exit until
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/// it is restarted
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async fn write(&self, input: AnimeDataBuffer) -> zbus::fdo::Result<()> {
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let lock = self.0.lock().await;
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lock.thread_exit.store(true, Ordering::SeqCst);
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lock.write_data_buffer(input).map_err(|err| {
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warn!("rog_anime::run_animation:callback {}", err);
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err
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})?;
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Ok(())
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}
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/// Set the global AniMe brightness
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async fn set_image_brightness(&self, bright: f32) {
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let mut lock = self.0.lock().await;
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let mut bright = bright;
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if bright < 0.0 {
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bright = 0.0;
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} else if bright > 1.0 {
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bright = 1.0;
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}
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lock.config.brightness = bright;
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lock.config.write();
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}
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/// Set base brightness level
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// TODO: enum for brightness
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async fn set_brightness(
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&self,
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#[zbus(signal_context)] ctxt: SignalContext<'_>,
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brightness: Brightness,
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) {
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let mut lock = self.0.lock().await;
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lock.node
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.write_bytes(&pkt_set_brightness(brightness))
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.map_err(|err| {
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warn!("rog_anime::run_animation:callback {}", err);
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})
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.ok();
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lock.config.display_brightness = brightness;
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lock.config.write();
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Self::notify_device_state(
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&ctxt,
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DeviceState {
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display_enabled: lock.config.display_enabled,
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display_brightness: lock.config.display_brightness,
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builtin_anims_enabled: lock.config.builtin_anims_enabled,
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builtin_anims: lock.config.builtin_anims,
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},
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)
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.await
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.ok();
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}
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/// Enable the builtin animations or not. This is quivalent to "Powersave
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/// animations" in Armory crate
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async fn set_builtins_enabled(
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&self,
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#[zbus(signal_context)] ctxt: SignalContext<'_>,
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enabled: bool,
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) {
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let mut lock = self.0.lock().await;
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lock.node
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.write_bytes(&pkt_set_enable_powersave_anim(enabled))
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.map_err(|err| {
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warn!("rog_anime::run_animation:callback {}", err);
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})
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.ok();
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lock.config.builtin_anims_enabled = enabled;
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lock.config.write();
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if enabled {
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lock.thread_exit.store(true, Ordering::Release);
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}
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Self::notify_device_state(
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&ctxt,
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DeviceState {
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display_enabled: lock.config.display_enabled,
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display_brightness: lock.config.display_brightness,
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builtin_anims_enabled: lock.config.builtin_anims_enabled,
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builtin_anims: lock.config.builtin_anims,
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},
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)
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.await
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.ok();
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}
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/// Set which builtin animation is used for each stage
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async fn set_builtin_animations(
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&self,
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#[zbus(signal_context)] ctxt: SignalContext<'_>,
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boot: AnimBooting,
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awake: AnimAwake,
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sleep: AnimSleeping,
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shutdown: AnimShutdown,
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) {
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let mut lock = self.0.lock().await;
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lock.node
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.write_bytes(&pkt_set_enable_powersave_anim(true))
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.map_err(|err| {
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warn!("rog_anime::run_animation:callback {}", err);
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})
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.ok();
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lock.node
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.write_bytes(&pkt_set_builtin_animations(boot, awake, sleep, shutdown))
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.map_err(|err| {
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warn!("rog_anime::run_animation:callback {}", err);
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})
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.ok();
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lock.config.builtin_anims.boot = boot;
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lock.config.builtin_anims.sleep = sleep;
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lock.config.builtin_anims.awake = awake;
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lock.config.builtin_anims.shutdown = shutdown;
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lock.config.write();
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Self::notify_device_state(
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&ctxt,
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DeviceState {
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display_enabled: lock.config.display_enabled,
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display_brightness: lock.config.display_brightness,
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builtin_anims_enabled: lock.config.builtin_anims_enabled,
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builtin_anims: lock.config.builtin_anims,
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},
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)
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.await
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.ok();
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}
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/// Set whether the AniMe is enabled at all
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async fn set_enable_display(
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&self,
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#[zbus(signal_context)] ctxt: SignalContext<'_>,
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enabled: bool,
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) {
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let mut lock = self.0.lock().await;
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lock.node
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.write_bytes(&pkt_set_enable_display(enabled))
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.map_err(|err| {
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warn!("rog_anime::run_animation:callback {}", err);
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})
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.ok();
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lock.config.display_enabled = enabled;
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lock.config.write();
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Self::notify_device_state(
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&ctxt,
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DeviceState {
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display_enabled: lock.config.display_enabled,
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display_brightness: lock.config.display_brightness,
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builtin_anims_enabled: lock.config.builtin_anims_enabled,
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builtin_anims: lock.config.builtin_anims,
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},
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)
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.await
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.ok();
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}
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/// The main loop is the base system set action if the user isn't running
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/// the user daemon
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async fn run_main_loop(&self, start: bool) {
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if start {
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let lock = self.0.lock().await;
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lock.thread_exit.store(true, Ordering::SeqCst);
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CtrlAnime::run_thread(self.0.clone(), lock.cache.system.clone(), false).await;
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}
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}
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/// Get the device state as stored by asusd
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// #[dbus_interface(property)]
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async fn device_state(&self) -> DeviceState {
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let lock = self.0.lock().await;
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DeviceState {
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display_enabled: lock.config.display_enabled,
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display_brightness: lock.config.display_brightness,
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builtin_anims_enabled: lock.config.builtin_anims_enabled,
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builtin_anims: lock.config.builtin_anims,
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}
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}
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/// Notify listeners of the status of AniMe LED power and factory
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/// system-status animations
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#[dbus_interface(signal)]
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async fn notify_device_state(ctxt: &SignalContext<'_>, data: DeviceState) -> zbus::Result<()>;
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}
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#[async_trait]
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impl crate::CtrlTask for CtrlAnimeZbus {
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fn zbus_path() -> &'static str {
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ZBUS_PATH
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}
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async fn create_tasks(&self, _: SignalContext<'static>) -> Result<(), RogError> {
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let inner1 = self.0.clone();
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let inner2 = self.0.clone();
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let inner3 = self.0.clone();
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let inner4 = self.0.clone();
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self.create_sys_event_tasks(
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move || {
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// on_sleep
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let inner1 = inner1.clone();
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async move {
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let lock = inner1.lock().await;
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CtrlAnime::run_thread(inner1.clone(), lock.cache.sleep.clone(), true).await;
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}
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},
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move || {
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// on_wake
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let inner2 = inner2.clone();
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async move {
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let lock = inner2.lock().await;
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CtrlAnime::run_thread(inner2.clone(), lock.cache.wake.clone(), true).await;
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}
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},
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move || {
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// on_shutdown
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let inner3 = inner3.clone();
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async move {
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let lock = inner3.lock().await;
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CtrlAnime::run_thread(inner3.clone(), lock.cache.shutdown.clone(), true).await;
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}
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},
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move || {
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// on_boot
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let inner4 = inner4.clone();
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async move {
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let lock = inner4.lock().await;
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CtrlAnime::run_thread(inner4.clone(), lock.cache.boot.clone(), true).await;
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}
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},
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)
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.await;
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Ok(())
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}
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}
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#[async_trait]
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impl crate::Reloadable for CtrlAnimeZbus {
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async fn reload(&mut self) -> Result<(), RogError> {
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if let Some(lock) = self.0.try_lock() {
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let anim = &lock.config.builtin_anims;
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lock.node
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.write_bytes(&pkt_set_enable_display(lock.config.display_enabled))?;
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lock.node.write_bytes(&pkt_set_enable_powersave_anim(
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lock.config.builtin_anims_enabled,
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))?;
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lock.node.write_bytes(&pkt_set_builtin_animations(
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anim.boot,
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anim.awake,
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anim.sleep,
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anim.shutdown,
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))?;
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if lock.config.builtin_anims_enabled && !lock.cache.boot.is_empty() {
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lock.node
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.write_bytes(&pkt_set_enable_powersave_anim(false))
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.ok();
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}
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let action = lock.cache.boot.clone();
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CtrlAnime::run_thread(self.0.clone(), action, true).await;
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}
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Ok(())
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}
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}
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