aw-lights/src/pattern.rs

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Rust
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use crate::color::Rgb;
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use serde::Deserialize;
use std::collections::vec_deque;
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pub mod collide;
pub mod fade;
pub mod moving_pixel;
pub mod moving_rainbow;
pub mod orb;
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pub mod solid;
pub use collide::Collide;
pub use fade::Fade;
pub use moving_pixel::MovingPixel;
pub use moving_rainbow::MovingRainbow;
pub use orb::Orb;
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pub use solid::Solid;
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#[derive(Deserialize, Debug)]
pub enum Parameters {
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Collide(Rgb, Rgb, Rgb),
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Fade((Rgb,)),
MovingPixel((Rgb,)),
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MovingRainbow(u8, bool),
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Orb(Rgb, u8, u8),
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Solid((Rgb,)),
}
impl Parameters {
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pub fn to_pattern(&self) -> Box<dyn Pattern + Send + Sync> {
match self {
Self::Collide(l, r, c) => Box::new(Collide::new(*l, *r, *c)),
Self::Fade((c,)) => Box::new(Fade::new(*c)),
Self::MovingPixel((c,)) => Box::new(MovingPixel::new(*c)),
Self::MovingRainbow(w, f) => Box::new(MovingRainbow::new(*w, *f)),
Self::Orb(c, x, y) => Box::new(Orb::new(*c, *x, *y)),
Self::Solid((c,)) => Box::new(Solid::new(*c)),
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}
}
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}
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pub trait Pattern: std::fmt::Debug + Send + Sync {
fn init(&mut self, num_lights: u16) -> Result<(), ()>;
fn step(&mut self) -> Result<bool, ()>;
fn get_strip(&self) -> vec_deque::Iter<Rgb>;
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}
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// #[cfg(test)]
// mod tests {
// use super::*;
// const NUM_LIGHTS: u16 = 10;
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// fn test_strip() -> Vec<Rgb> {
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// vec![color::BLACK; NUM_LIGHTS.into()]
// }
// #[test]
// fn moving_pixel() {
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// let color = Rgb(123, 152, 89);
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// let mut pat = MovingPixel::new(color.clone());
// let mut strip = test_strip();
// assert!(pat.init(&mut strip, NUM_LIGHTS).is_ok());
// // One is my color
// assert_eq!(strip.iter().filter(|c| **c == color).count(), 1);
// // The rest are off
// assert_eq!(
// strip.iter().filter(|c| **c == color::BLACK).count(),
// (NUM_LIGHTS - 1).into()
// );
// pat.step(&mut strip);
// // One is my color
// assert_eq!(strip.iter().filter(|c| **c == color).count(), 1);
// // The rest are off
// assert_eq!(
// strip.iter().filter(|c| **c == color::BLACK).count(),
// (NUM_LIGHTS - 1).into()
// );
// }
// #[test]
// fn solid() {}
// #[test]
// fn moving_rainbow() {}
// #[test]
// fn fade() {}
// #[test]
// fn collide() {}
// }