rog_anime 1.3.0

Types useful for translating images and other data for display on the ASUS AniMe Matrix display
Documentation
use std::{path::PathBuf, time::Duration};

use glam::Vec2;
use serde_derive::{Deserialize, Serialize};

use crate::{error::AnimeError, AnimTime, AnimeDataBuffer, AnimeDiagonal, AnimeGif, AnimeImage};

/// All the possible AniMe actions that can be used. This enum is intended to be
/// a helper for loading up `ActionData`.
#[derive(Debug, Clone, Deserialize, Serialize)]
pub enum ActionLoader {
    /// Full gif sequence. Immutable.
    AsusAnimation {
        file: PathBuf,
        time: AnimTime,
        brightness: f32,
    },
    /// Image designed to be pixel perfect using the slanted template
    AsusImage {
        file: PathBuf,
        time: AnimTime,
        brightness: f32,
    },
    /// Animated gif. If the file is a png a static gif is created using the `time` properties
    ImageAnimation {
        file: PathBuf,
        scale: f32,
        angle: f32,
        translation: Vec2,
        time: AnimTime,
        brightness: f32,
    },
    Image {
        file: PathBuf,
        scale: f32,
        angle: f32,
        translation: Vec2,
        time: AnimTime,
        brightness: f32,
    },
    /// A pause to be used between sequences
    Pause(Duration),
}

/// All the possible AniMe actions that can be used. The enum is intended to be
/// used in a array allowing the user to cycle through a series of actions.
#[derive(Debug, Clone, Deserialize, Serialize)]
pub enum ActionData {
    /// Full gif sequence. Immutable.
    Animation(AnimeGif),
    /// Basic image, can have properties changed and image updated via those properties
    Image(Box<AnimeDataBuffer>),
    /// A pause to be used between sequences
    Pause(Duration),
    /// Placeholder
    AudioEq,
    /// Placeholder
    SystemInfo,
    /// Placeholder
    TimeDate,
    /// Placeholder
    Matrix,
}

impl ActionData {
    pub fn from_anime_action(action: &ActionLoader) -> Result<ActionData, AnimeError> {
        let a = match action {
            ActionLoader::AsusAnimation {
                file,
                time,
                brightness,
            } => ActionData::Animation(AnimeGif::from_diagonal_gif(file, *time, *brightness)?),
            ActionLoader::AsusImage {
                file,
                time,
                brightness,
            } => match time {
                AnimTime::Infinite => {
                    let image = AnimeDiagonal::from_png(file, None, *brightness)?;
                    let data = <AnimeDataBuffer>::from(&image);
                    ActionData::Image(Box::new(data))
                }
                _ => ActionData::Animation(AnimeGif::from_diagonal_png(file, *time, *brightness)?),
            },
            ActionLoader::ImageAnimation {
                file,
                scale,
                angle,
                translation,
                time,
                brightness,
            } => {
                if let Some(ext) = file.extension() {
                    if ext.to_string_lossy().to_lowercase() == "png" {
                        return Ok(ActionData::Animation(AnimeGif::from_png(
                            file,
                            *scale,
                            *angle,
                            *translation,
                            *time,
                            *brightness,
                        )?));
                    }
                }
                ActionData::Animation(AnimeGif::from_gif(
                    file,
                    *scale,
                    *angle,
                    *translation,
                    *time,
                    *brightness,
                )?)
            }
            ActionLoader::Image {
                file,
                scale,
                angle,
                translation,
                brightness,
                time,
            } => {
                match time {
                    AnimTime::Infinite => {
                        // If no time then create a plain static image
                        let image =
                            AnimeImage::from_png(file, *scale, *angle, *translation, *brightness)?;
                        let data = <AnimeDataBuffer>::from(&image);
                        ActionData::Image(Box::new(data))
                    }
                    _ => ActionData::Animation(AnimeGif::from_png(
                        file,
                        *scale,
                        *angle,
                        *translation,
                        *time,
                        *brightness,
                    )?),
                }
            }
            ActionLoader::Pause(duration) => ActionData::Pause(*duration),
        };
        Ok(a)
    }
}

/// An optimised precomputed set of actions that the user can cycle through
#[derive(Debug, Deserialize, Serialize, Default)]
pub struct Sequences(Vec<ActionData>);

impl Sequences {
    #[inline]
    pub fn new() -> Self {
        Self(Vec::new())
    }

    /// Use a base `AnimeAction` to generate the precomputed data and insert in to
    /// the run buffer
    #[inline]
    pub fn insert(&mut self, index: usize, action: &ActionLoader) -> Result<(), AnimeError> {
        self.0.insert(index, ActionData::from_anime_action(action)?);
        Ok(())
    }

    /// Remove an item at this position from the run buffer. If the `index` supplied
    /// is not in range then `None` is returned, otherwise the `ActionData` at that location
    /// is yeeted and returned.
    #[inline]
    pub fn remove_item(&mut self, index: usize) -> Option<ActionData> {
        if index < self.0.len() {
            return Some(self.0.remove(index));
        }
        None
    }

    pub fn iter(&self) -> ActionIterator {
        ActionIterator {
            actions: self,
            next_idx: 0,
        }
    }
}

/// Iteractor helper for iterating over all the actions in `Sequences`
pub struct ActionIterator<'a> {
    actions: &'a Sequences,
    next_idx: usize,
}

impl<'a> Iterator for ActionIterator<'a> {
    type Item = &'a ActionData;

    #[inline]
    fn next(&mut self) -> Option<&'a ActionData> {
        if self.next_idx == self.actions.0.len() {
            self.next_idx = 0;
            return None;
        }

        let current = self.next_idx;
        self.next_idx += 1;

        Some(&self.actions.0[current])
    }
}