Remove slice panics with results
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307d9b88ab
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@ -14,7 +14,7 @@ pub use solid::Solid;
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pub trait Pattern: std::fmt::Debug {
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fn init(&mut self, lights_buf: &mut Vec<RGB>, num_lights: u16) -> Result<(), ()>;
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> bool;
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> Result<bool, ()>;
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}
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// #[cfg(test)]
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@ -33,7 +33,7 @@ impl Collide {
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}
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}
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impl Pattern for Collide {
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> bool {
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> Result<bool, ()> {
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// TODO: Better range storage
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// Set the left and right color
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let colors =
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@ -44,32 +44,38 @@ impl Pattern for Collide {
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};
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// Turn off the previous LED
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lights_buf[usize::from(self.previous_offset)] = color::BLACK;
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*lights_buf
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.get_mut(usize::from(self.previous_offset))
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.ok_or(())? = color::BLACK;
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if self.previous_offset
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!= self
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.num_lights
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.saturating_sub(1)
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.saturating_sub(self.previous_offset)
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{
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lights_buf[usize::from(
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self.num_lights
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.saturating_sub(1)
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.saturating_sub(self.previous_offset),
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)] = color::BLACK;
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*lights_buf
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.get_mut(usize::from(
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self.num_lights
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.saturating_sub(1)
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.saturating_sub(self.previous_offset),
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))
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.ok_or(())? = color::BLACK;
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}
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// Set the color of the current offset
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lights_buf[usize::from(self.offset)] = colors.0;
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*lights_buf.get_mut(usize::from(self.offset)).ok_or(())? = colors.0;
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if self.offset
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!= self
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.num_lights
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.saturating_sub(1)
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.saturating_sub(self.offset)
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{
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lights_buf[usize::from(
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self.num_lights
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.saturating_sub(1)
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.saturating_sub(self.offset),
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)] = colors.1;
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*lights_buf
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.get_mut(usize::from(
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self.num_lights
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.saturating_sub(1)
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.saturating_sub(self.offset),
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))
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.ok_or(())? = colors.1;
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}
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self.previous_offset = self.offset;
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@ -88,7 +94,7 @@ impl Pattern for Collide {
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self.step = self.step.saturating_add(1).rem_euclid(self.step_max);
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true
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Ok(true)
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}
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fn init(&mut self, lights_buf: &mut Vec<RGB>, num_lights: u16) -> Result<(), ()> {
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// Reset changing parameters
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@ -19,7 +19,7 @@ impl Fade {
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}
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}
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impl Pattern for Fade {
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> bool {
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> Result<bool, ()> {
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if self.direction {
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if self.step == 254 {
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self.direction = !self.direction;
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@ -32,7 +32,7 @@ impl Pattern for Fade {
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self.step = self.step.saturating_sub(1);
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}
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*lights_buf = vec![RGB(self.step, self.step, self.step); self.num_lights.into()];
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true
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Ok(true)
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}
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fn init(&mut self, lights_buf: &mut Vec<RGB>, num_lights: u16) -> Result<(), ()> {
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if num_lights < 1 {
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@ -17,14 +17,14 @@ impl MovingPixel {
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}
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}
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impl Pattern for MovingPixel {
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> bool {
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> Result<bool, ()> {
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let len = self.num_lights;
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lights_buf.swap(
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self.step.rem_euclid(len).into(),
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self.step.saturating_add(1).saturating_mul(3).into(),
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);
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self.step = self.step.wrapping_add(1);
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true
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Ok(true)
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}
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fn init(&mut self, lights_buf: &mut Vec<RGB>, num_lights: u16) -> Result<(), ()> {
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if num_lights < 1 {
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@ -34,7 +34,7 @@ impl Pattern for MovingPixel {
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self.num_lights = num_lights;
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// Set the strip to black except for one pixel
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*lights_buf = vec![color::BLACK; num_lights.into()];
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lights_buf[0] = self.color;
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*lights_buf.get_mut(0).ok_or(())? = self.color;
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Ok(())
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}
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}
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@ -9,9 +9,9 @@ impl MovingRainbow {
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}
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}
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impl Pattern for MovingRainbow {
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> bool {
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fn step(&mut self, lights_buf: &mut Vec<RGB>) -> Result<bool, ()> {
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lights_buf.rotate_right(1);
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true
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Ok(true)
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}
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fn init(&mut self, lights_buf: &mut Vec<RGB>, num_lights: u16) -> Result<(), ()> {
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if num_lights < 1 {
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@ -15,10 +15,10 @@ impl Solid {
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}
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}
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impl Pattern for Solid {
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fn step(&mut self, _lights_buf: &mut Vec<RGB>) -> bool {
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fn step(&mut self, _lights_buf: &mut Vec<RGB>) -> Result<bool, ()> {
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let ret = !self.has_run;
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self.has_run = true;
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ret
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Ok(ret)
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}
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fn init(&mut self, lights_buf: &mut Vec<RGB>, num_lights: u16) -> Result<(), ()> {
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if num_lights < 1 {
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@ -152,7 +152,7 @@ impl LEDStrip {
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}
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}
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if self.pattern.step(&mut self.lights_buf) {
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if let Ok(true) = self.pattern.step(&mut self.lights_buf) {
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self.write_buf();
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}
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