Files
asusctl/asusctl/src/aura_cli.rs
2021-08-02 10:28:50 +12:00

330 lines
10 KiB
Rust

use gumdrop::Options;
use rog_aura::{error::Error, AuraEffect, AuraModeNum, AuraZone, Colour, Direction, Speed};
use std::str::FromStr;
#[derive(Options)]
pub struct LedBrightness {
level: Option<u32>,
}
impl LedBrightness {
pub fn new(level: Option<u32>) -> Self {
LedBrightness { level }
}
pub fn level(&self) -> Option<u32> {
self.level
}
}
impl FromStr for LedBrightness {
type Err = Error;
fn from_str(s: &str) -> Result<Self, Self::Err> {
let s = s.to_lowercase();
match s.as_str() {
"off" => Ok(LedBrightness { level: Some(0x00) }),
"low" => Ok(LedBrightness { level: Some(0x01) }),
"med" => Ok(LedBrightness { level: Some(0x02) }),
"high" => Ok(LedBrightness { level: Some(0x03) }),
_ => {
print!("Invalid argument, must be one of: off, low, med, high");
Err(Error::ParseBrightness)
}
}
}
}
impl ToString for LedBrightness {
fn to_string(&self) -> String {
let s = match self.level {
Some(0x00) => "low",
Some(0x01) => "med",
Some(0x02) => "high",
_ => "unknown",
};
s.to_string()
}
}
#[derive(Debug, Clone, Options, Default)]
pub struct SingleSpeed {
#[options(help = "print help message")]
help: bool,
#[options(no_long, meta = "WORD", help = "set the speed: low, med, high")]
pub speed: Speed,
}
#[derive(Debug, Clone, Options, Default)]
pub struct SingleSpeedDirection {
#[options(help = "print help message")]
help: bool,
#[options(no_long, meta = "", help = "set the direction: up, down, left, right")]
pub direction: Direction,
#[options(no_long, meta = "", help = "set the speed: low, med, high")]
pub speed: Speed,
}
#[derive(Debug, Clone, Default, Options)]
pub struct SingleColour {
#[options(help = "print help message")]
help: bool,
#[options(no_long, meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour: Colour,
}
#[derive(Debug, Clone, Default, Options)]
pub struct SingleColourSpeed {
#[options(help = "print help message")]
help: bool,
#[options(no_long, meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour: Colour,
#[options(no_long, meta = "", help = "set the speed: low, med, high")]
pub speed: Speed,
}
#[derive(Debug, Clone, Options, Default)]
pub struct TwoColourSpeed {
#[options(help = "print help message")]
help: bool,
#[options(no_long, meta = "", help = "set the first RGB value e.g, ff00ff")]
pub colour: Colour,
#[options(no_long, meta = "", help = "set the second RGB value e.g, ff00ff")]
pub colour2: Colour,
#[options(no_long, meta = "", help = "set the speed: low, med, high")]
pub speed: Speed,
}
#[derive(Debug, Clone, Default, Options)]
pub struct MultiColour {
#[options(help = "print help message")]
help: bool,
#[options(short = "a", meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour1: Colour,
#[options(short = "b", meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour2: Colour,
#[options(short = "c", meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour3: Colour,
#[options(short = "d", meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour4: Colour,
}
#[derive(Debug, Clone, Default, Options)]
pub struct MultiColourSpeed {
#[options(help = "print help message")]
help: bool,
#[options(short = "a", meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour1: Colour,
#[options(short = "b", meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour2: Colour,
#[options(short = "c", meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour3: Colour,
#[options(short = "d", meta = "", help = "set the RGB value e.g, ff00ff")]
pub colour4: Colour,
#[options(no_long, meta = "", help = "set the speed: low, med, high")]
pub speed: Speed,
}
/// Byte value for setting the built-in mode.
///
/// Enum corresponds to the required integer value
///
// NOTE: The option names here must match those in rog-aura crate
#[derive(Options)]
pub enum SetAuraBuiltin {
#[options(help = "set a single static colour")]
Static(SingleColour),
#[options(help = "pulse between one or two colours")]
Breathe(TwoColourSpeed),
#[options(help = "strobe through all colours")]
Strobe(SingleSpeed),
#[options(help = "rainbow cycling in one of four directions")]
Rainbow(SingleSpeedDirection),
#[options(help = "rain pattern mimicking raindrops")]
Stars(TwoColourSpeed),
#[options(help = "rain pattern of three preset colours")]
Rain(SingleSpeed),
#[options(help = "pressed keys are highlighted to fade")]
Highlight(SingleColourSpeed),
#[options(help = "pressed keys generate horizontal laser")]
Laser(SingleColourSpeed),
#[options(help = "pressed keys ripple outwards like a splash")]
Ripple(SingleColourSpeed),
#[options(help = "set a rapid pulse")]
Pulse(SingleColour),
#[options(help = "set a vertical line zooming from left")]
Comet(SingleColour),
#[options(help = "set a wide vertical line zooming from left")]
Flash(SingleColour),
#[options(help = "4-zone multi-colour")]
MultiStatic(MultiColour),
#[options(help = "4-zone multi-colour breathing")]
MultiBreathe(MultiColourSpeed),
}
impl Default for SetAuraBuiltin {
fn default() -> Self {
SetAuraBuiltin::Static(SingleColour::default())
}
}
impl From<&SingleColour> for AuraEffect {
fn from(aura: &SingleColour) -> Self {
Self {
colour1: aura.colour,
..Default::default()
}
}
}
impl From<&SingleSpeed> for AuraEffect {
fn from(aura: &SingleSpeed) -> Self {
Self {
speed: aura.speed,
..Default::default()
}
}
}
impl From<&SingleColourSpeed> for AuraEffect {
fn from(aura: &SingleColourSpeed) -> Self {
Self {
colour1: aura.colour,
speed: aura.speed,
..Default::default()
}
}
}
impl From<&TwoColourSpeed> for AuraEffect {
fn from(aura: &TwoColourSpeed) -> Self {
Self {
colour1: aura.colour,
colour2: aura.colour2,
..Default::default()
}
}
}
impl From<&SingleSpeedDirection> for AuraEffect {
fn from(aura: &SingleSpeedDirection) -> Self {
Self {
speed: aura.speed,
direction: aura.direction,
..Default::default()
}
}
}
impl From<&SetAuraBuiltin> for AuraEffect {
fn from(aura: &SetAuraBuiltin) -> Self {
match aura {
SetAuraBuiltin::Static(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Static;
data
}
SetAuraBuiltin::Breathe(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Breathe;
data
}
SetAuraBuiltin::Strobe(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Strobe;
data
}
SetAuraBuiltin::Rainbow(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Rainbow;
data
}
SetAuraBuiltin::Stars(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Star;
data
}
SetAuraBuiltin::Rain(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Rain;
data
}
SetAuraBuiltin::Highlight(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Highlight;
data
}
SetAuraBuiltin::Laser(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Laser;
data
}
SetAuraBuiltin::Ripple(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Ripple;
data
}
SetAuraBuiltin::Pulse(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Pulse;
data
}
SetAuraBuiltin::Comet(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Comet;
data
}
SetAuraBuiltin::Flash(x) => {
let mut data: AuraEffect = x.into();
data.mode = AuraModeNum::Flash;
data
}
_ => AuraEffect::default(),
}
}
}
impl From<&SetAuraBuiltin> for Vec<AuraEffect> {
fn from(aura: &SetAuraBuiltin) -> Vec<AuraEffect> {
let mut zones = vec![AuraEffect::default(); 4];
match aura {
SetAuraBuiltin::MultiStatic(data) => {
zones[0].mode = AuraModeNum::Static;
zones[0].zone = AuraZone::One;
zones[0].colour1 = data.colour1;
zones[1].mode = AuraModeNum::Static;
zones[1].zone = AuraZone::Two;
zones[1].colour1 = data.colour2;
zones[2].mode = AuraModeNum::Static;
zones[2].zone = AuraZone::Three;
zones[2].colour1 = data.colour3;
zones[3].mode = AuraModeNum::Static;
zones[3].zone = AuraZone::Four;
zones[3].colour1 = data.colour4;
}
SetAuraBuiltin::MultiBreathe(data) => {
zones[0].mode = AuraModeNum::Breathe;
zones[0].zone = AuraZone::One;
zones[0].colour1 = data.colour1;
zones[0].speed = data.speed;
zones[1].mode = AuraModeNum::Breathe;
zones[1].zone = AuraZone::Two;
zones[1].colour1 = data.colour2;
zones[1].speed = data.speed;
zones[2].mode = AuraModeNum::Breathe;
zones[2].zone = AuraZone::Three;
zones[2].colour1 = data.colour3;
zones[2].speed = data.speed;
zones[3].mode = AuraModeNum::Breathe;
zones[3].zone = AuraZone::Four;
zones[3].colour1 = data.colour4;
zones[3].speed = data.speed;
}
_ => {}
}
zones
}
}